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nick_crenshaw
2015-05-18, 01:17 PM
I am slowly working on a "weird" west campaign based around Horizon's Spellslinger and d20 version of Deadlands.

Races (http://www.giantitp.com/forums/showsinglepost.php?p=19277447&postcount=2)
Gunslinger (http://www.giantitp.com/forums/showsinglepost.php?p=19277861&postcount=3)
Huckster (http://www.giantitp.com/forums/showsinglepost.php?p=19303592&postcount=23)
Mad Scientist (http://www.giantitp.com/forums/showsinglepost.php?p=19326176&postcount=26)
Maverick (http://www.giantitp.com/forums/showsinglepost.php?p=19281649&postcount=4)
Mystery Man/Woman (http://www.giantitp.com/forums/showsinglepost.php?p=19321818&postcount=25)
Padre (http://www.giantitp.com/forums/showsinglepost.php?p=19282289&postcount=5)
Raider (http://www.giantitp.com/forums/showsinglepost.php?p=19295640&postcount=17)
Scout (http://www.giantitp.com/forums/showsinglepost.php?p=19295810&postcount=18)
Shaman (http://www.giantitp.com/forums/showsinglepost.php?p=19321522&postcount=24)
Feats (http://www.giantitp.com/forums/showsinglepost.php?p=19326388&postcount=27)
Prestige Classes (http://www.giantitp.com/forums/showsinglepost.php?p=19326765&postcount=28)
Spell Lists (http://www.giantitp.com/forums/showsinglepost.php?p=19341261&postcount=30)

nick_crenshaw
2015-05-19, 04:05 PM
Here are the races I will use (in a homebrew campaign only), they all belong to Horizon Spellslinger. I don't need feedback on this but if any one wishes to go ahead.

Humans
• Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
• Human base land speed is 30 feet.
• 1 extra feat at 1st level.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level.
• Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
• Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.

Dwarves
• +2 Constitution, -2 Charisma.
• Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
• Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
• Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
• Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
• Weapon Familiarity: Dwarves may treat dwarven scatterguns as large firearms, rather than exotic weapons.
• Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
• +2 racial bonus on saving throws against poison.
• +2 racial bonus on saving throws against spells and spell-like effects.
• +1 racial bonus on attack rolls against undead.
• +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
• +2 racial bonus on Bargain checks that are related to stone or metal items.
• +2 racial bonus on Build/Repair checks that are related to stone or metal.
• Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
• Favored Class: Gunslinger. A multiclass dwarf’s gunslinger class does not count when determining whether he takes an experience point penalty for multiclassing

Elves
• +2 Dexterity, -2 Constitution.
• Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
• Elf base land speed is 30 feet.
• Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
• Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• Weapon Proficiency: Elves receive the Exotic Weapon Proficiency feat for the elven longbarrel as a bonus feat.
• +2 racial bonus on Senses checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
• Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
• Favored Class: Gunslinger. A multiclass elf’s gunslinger class does not count when determining whether she takes an experience point penalty for multiclassing.

Gnomes
• +2 Constitution, -2 Strength.
• Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
• Gnome base land speed is 20 feet.
• Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
• Weapon Familiarity: Gnomes may treat gnomish contraptions as small firearms rather than exotic weapons.
• Alertness; Gnomes gain the Alertness feat for free at 1st level.
• Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.
• +1 racial bonus on attack rolls against kobolds and goblinoids.
• +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
• +2 racial bonus on Senses checks.
• +2 racial bonus on Build/Repair and Heist checks.
• Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description.
• Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.
• Favored Class: Mad Scientist. A multiclass gnome’s mad scientist class does not count when determining whether he takes an experience point penalty.

Half-Elves
• Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
• Half-elf base land speed is 30 feet.
• Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
• Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• Weapon Proficiency: Elves receive the Exotic Weapon Proficiency feat for the elven longbarrel as a bonus feat.
• +1 racial bonus on Senses checks.
• +2 racial bonus on Chat checks.
• Elven Blood: For all effects related to race, a half-elf is considered an elf.
• Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
• Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.

Half-Orcs
• +2 Strength, -2 Intelligence, -2 Charisma. A half-orc’s starting Intelligence score is always at least 3. If this adjustment would lower the character’s score to 1 or 2, his score is nevertheless 3.
• Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
• Half-orc base land speed is 30 feet.
• Darkvision: Half-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.
• Weapon Familiarity: Orcs may treat orcish hand-cannons as large firearms rather than exotic weapons.
• Orc Blood: For all effects related to race, a half-orc is considered an orc.
• Automatic Languages: Common and Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal.
• Favored Class: Gunslinger. A multiclass half-orc’s gunslinger class does not count when determining whether he takes an experience point penalty.

Halflings
• +2 Dexterity, -2 Strength.
• Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
• Halfling base land speed is 20 feet.
• Weapon Familiarity: Halflings may treat halfling throwing knives as brawling weapons rather than exotic weapons.
• +2 racial bonus on Athletics, Creep, and Senses checks.
• +1 racial bonus on all saving throws.
• +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.
• +1 racial bonus on attack rolls with thrown weapons and slings.
• Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
• Favored Class: Maverick. A multiclass halfling’s maverick class does not count when determining whether she takes an experience point penalty for multiclassing.

Gray Runners
• +2 Strength, +2 Dexterity, +2 Constitution, +4 Wisdom, -2 Intelligence.
• Medium: As Medium creatures, gray runners have no special bonuses or penalties due to their size.
• Gray Runner base land speed is 40 feet.
• Scent: Gray runners can identify familiar odors just as humans do familiar sights. They can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal ranges. When a gray runner detects a scent, the exact location of the source is not revealed-only its presence somewhere within range. The creature an take a move action to note the direction of the scent.
• Weapon Familiarity: Gray runners may treat tomahawk as brawling weapons rather than exotic weapons.
• Tracking by Scent: A gray runner with the Track feat and the can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 no matter what kind of surface holds the scent). The DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
• Bite: Gray runners can make a bite attack for 1d6 damage plus Strength modifier. When using the full-attack action with a one-or two-handed melee weapon, they may choose to also use the bite attack, though the bite attack suffers a -5 penalty on the attack roll.
• Gray runners receive a +4 racial bonus to Knowledge (Pack) checks.
• Automatic Languages: Common and Pack. Bonus Languages: Dwarven, Elven, Gnome, and Orc.
• Favored Class: Raider. A multiclass gray runner’s raider class does not count when determining whether she takes an experience point penalty for multiclassing.
• Level Equivalent: +1.

nick_crenshaw
2015-05-19, 05:40 PM
This first class is one of the thing I would like some critiques/feedback on. It is based on Spellslinger's Gunfighter and Deadlands Gunslinger.

Gunslinger
Alignment: Any.
Hit Die: d10.
Class Skills: The raider’s class skills (and the key ability for each skill) are Athletics (Str or Dex), Handle Animal (Wis), Intimidate (Str or Cha), Profession (Wis), Ride (Dex), Senses (Wis), Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Table: The Gunslinger
LevelBABFort RefWillSpecial1st+1+2+2+2True grit, bonus feat2nd+2+3+3+3Greased lightning +23rd+3+3+3+3Wing him 1/day4th+4+4+4+4Bonus feat, gut feeling (-10%)5th+5+4+4+4True killer 1/day 6th +6/+1 +5 +5 +5 Greased lightning +3 7th +7/+2 +5 +5 +5 Deadly aim +1 8th +8/+3 +6 +6 +6 Bonus feat, gut feeling (-20%) 9th +9/+4 +6 +6 +6 True killer 2/day 10th +10/+5 +7 +7 +7 Greased lightning +4 11t +11/+6/+1 +7 +7 +7 Wing him 2/day, deadly aim +2 12th +12/+7/+2 +8 +8 +8 Bonus feat, gut feeling (-30%) 13th +13/+8/+3 +8 +8 +8 True killer 3/day 14th +14/+9/+4 +9 +9 +9 Greased lightning +5 15th +15/+10/+5 +9 +9 +9 Deadly aim +3 16th +16/+11/+6/+1 +10 +10 +10 Bonus feat, gut feeling (-40%) 17th+17/+12/+7/+2+10+10+10True killer 4/day18th+18/+13/+8/+3+11+11+11Greased lightning +619th+19/+14/+9/+4+11+11+11Wing him 3/day, deadly aim +4 20th +20/+15/+10/+5 +12 +12 +12 Bonus feat, gut feeling (ignore)
Class Features
All the following are class features of the gunslinger.

Weapon and Armor Proficiency: A Gunslinger is proficient with all simple weapons and small & large firearms. Gunslingers also gain the Unarmored Defense Proficiency feat.

True Grit (Ex): You are able to shrug off things that would kill or incapacitate most folks. You are immune to fear effects, morale penalties, and you cannot be affected by the Intimidate skill unless the person using it is at least 4 levels (or HD) higher than you.
In addition, when you gain this ability, choose one type of save: Fort, Ref, or Will. You gain a +2 class bonus to the chosen save and you roll two dice, keeping the best result, whenever you attempt saves of that type.

Bonus Feats: At 1st level, you get a bonus gunslinger feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. You gain an additional bonus feat at 4th and every for gunslinger levels thereafter (8th, 12th, 16th, and 20th). These bonus feats must be drawn from the feats below. You must still meet all prerequisites for bonus feats, including ability score and base attack bonus minimums.
Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Dodge, Exotic Weapon Proficiency, Far Shot, Good Cover, Good Shot, Great Cleave, Great Fortitude, Greater Two-Weapon Fighting, Greater Weapon Focus, Greater Weapon Specialization, Improved Bull Rush, Improved Critical, Improved Disarm, Improved Grapple, Improved Initiative, Improved Overrun, Improved Precise Shot, Improved Sunder, Improved Trip, Improved Two-Weapon Fighting, Iron Gut, Iron Will, Leadership, Lightning Reflexes, Manyshot, Mobility, Mounted Archery, Mounted Combat, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Rapid Reload, Rapid Shot, Ride-By Attack, Shot on the Run, Spirited Charge, Spring Attack, Toughness, Trample, Two-Weapon Fighting, Weapon Finesse, Weapon Focus, Weapon Specialization, Whirlwind Attack
These bonus feats are in addition to the feats that a character of any class gets from advancing levels. You are not limited to the list of gunslinger bonus feats when choosing other feats not granted by this class ability.

Greased Lightning (Ex): A gunslinger gets a +2 bonus to his Quick Draw roll a 2nd level and an additional +1 at 6th, 10th, 14th, and 18th. Quick draw doesn’t normally require a roll except in duels (see below). That’s when this bonus applies. The character who slaps leather first has a much better chance at surviving these deadly showdowns.

Winged Him (Ex): Starting at 3rd level, once per day, you can convert a missed attack roll to a hit using this ability. Any hit dealt using ability automatically deals minimum damage. For example, a weapon that deals 2d10+6 damage would inflict 8 damage when hitting because of this ability. At 11th level, you can use this ability twice per day. At 19th level, you can use this ability three times per day.

Gut Feeling (Ex): Some gunslingers acquire an amazing sense of their surroundings that lets them find their enemies even when those enemies are concealed or invisible. Starting at 4th level, any miss chance you suffer when attacking an enemy is reduced by 10%. This reduction increases to 20% at 8th level, 30% at 12th level, 40% at 16th level, and you are able to completely ignore miss chances at 20th level. This ability functions even if you are deafened or blinded.

True Killer (Ex): Starting at 5th level, you may automatically convert a threat you score into a critical hit once per day without rolling to back it up. You may use this ability twice per day at 9th level, three times per day at 13th level, four times per day at 17th level.

Deadly Aim (Ex): Upon reaching 7th level, choose one type of weapon. You can also choose unarmed strike. Your aim with the selected weapon is so deadly that your threat range with it is increased by 1. If it is a ranged weapon, this only applies if your target is within one range increment of you. This bonus increases to 2 at 11th level, 3 at 15th level, and 4 at 19th level.

Death Incarnate (Ex): Once a gunslinger reaches 20th level, he is one of the sharpest shots in the Territories. Your critical multiplier is increased by x2 when attacking with the weapon you selected for deadly aim, above. If it is a ranged weapon, this ability only applies if your target is within one range increment of you. So, a pistol with a x3critical multiplier is increased to x5 in your hands when attacking a target within one range increment of you, assuming it is the weapon you selected for deadly aim.

nick_crenshaw
2015-05-20, 01:00 PM
Here is the second class I would like to have critiques/feedback.

Maverick
Alignment: Any non-lawful.
Hit Die: d8.
Class Skills: The maverick’s class skills (and the key ability for each skill) are Athletics (Str or Dex), Bargain (Cha), Build/Repair (Int), Chat (Cha), Creep (Dex), Deceive (Cha), Heist (Dex), Intimidate (Str or Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Tumble (Dex).
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.
Table: The Maverick


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st
+0
+0
+2
+0
Jack of all trades, bonus feats


2nd
+1
+0
+3
+0
Evasion, extraordinary luck


3rd
+2
+1
+3
+1
Lucky 1/day, uncanny dodge


4th
+3
+1
+4
+1
Bonus feat, con job +2


5th
+3
+1
+4
+1
Fast as lightning 2/day, skill focus


6th
+4
+2
+5
+2
Improved uncanny dodge


7th
+5
+2
+5
+2
Light-fingered +2


8th
+6/+1
+2
+6
+2
Bonus feat, con job +4


9th
+6/+1
+3
+6
+3
Fast as lightning 4/day, skill focus


10th
+7/+2
+3
+7
+3
Special ability


11th
+8/+3
+3
+7
+3
Lucky 2/day, light-fingered +4


12th
+9/+4
+4
+8
+4
Bonus feat, con job +6


13th
+9/+4
+4
+8
+4
Fast as lightning 6/day, skill focus


14th
+10/+5
+4
+9
+4
Special ability


15th
+11/+6/+1
+5
+9
+5
Light-fingered +6


16th
+12/+7/+2
+5
+10
+5
Bonus feats, con job +8


17th
+12/+7/+2
+5
+10
+5
Fast as lightning 8/day, skill focus


18th
+13/+8/+3
+6
+11
+6
Snake oil salesman


19th
+14/+9/+4
+6
+11
+6
Light-fingered +8, luck 3/day, special ability


20th
+15/+10/+5
+6
+12
+6
Bonus feats, con job +10


Class Features
All the following are class features of the maverick.

Weapon and Armor Proficiency: Mavericks are proficient with brawling weapons and small & large firearms. Mavericks gain the Unarmored Defense Proficiency feat.

Jack of All Trades (Ex): Learning comes easy to mavericks. Mavericks receive 8 extra skill points at 1st level, 2 extra skill points every time you go up a class level and can attempt to use any skill untrained, even if it is normally a trained only skill.
In addition, when a maverick gains this ability, choose one of your class skills. Mavericks gain a +3 class bonus to the chosen skill and you roll two dice, keeping the best result, whenever you attempt skill checks using that skill.

Bonus Feats: At 1st level, mavericks get a bonus feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. Mavericks gained an additional bonus feat at 4th level and every four maverick levels thereafter (8th, 12th, 16th, and 20th). These bonus feats must be drawn from the feats below. You must still meet all prerequisites for bonus feats, including ability score and base attack bonus minimums.
Acrobatic, Agile, Alertness, Blind-Fight, Combat Expertise, Deceitful, Deft Hands, Diligent, Dodge, Gift of Tongues, Great Fortitude, Improved Disarm, Improved Grapple, Improved Initiative, Improved Trip, Investigator, Iron Will, Level Headed, Mobility, Negotiator, Nimble Fingers, Persuasive, Quick Draw, Spring Attack, Stealthy, and Sucker Punch.
These bonus feats are in addition to the feats that a character of any class gets from advancing levels. You are not limited to the list of gunslinger bonus feats when choosing other feats not granted by this class ability.

Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Extraordinary Luck (Su): At 2nd level, a maverick gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lucky (Ex): Mavericks are incredibly lucky. Starting at 3rd level, he may re-roll any die roll once per day. This does not include die rolls made for leveling up, such as gaining a new hit die. At 11th level, you may make 2 re-rolls per day, and at 19th, you may make 3 re-rolls per day.

Uncanny Dodge (Ex): At 3rd level, a maverick retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a maverick already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Con Job (Ex): Starting at 4th level, a maverick receive a +2 class bonus to Deceive checks. This bonus increases to +4 at 8th level, +6 at 12th level, +8 at 16th level, and +10 at 20th level.

Fast as Lightning (Ex): Starting at 5th level, twice per day, mavericks may take an extra attack or move action immediately after you act during the round. Mavericks do not have to declare the use of this ability until his normal turn has been resolved. They may do this four times per day at 9th level, six times per day at 13th level, and eight times per day at 17th level. You may never use this ability more than once per round.

Skill Focus: At 5th level, the maverick gains the bonus feat Skill Focus. The maverick gains this feat again at 9th, 13th, and 17th level. This feat may only be applied to maverick class skills and he may not select the same skill twice.

Improved Uncanny Dodge (Ex): At 6th level and higher, a maverick can no longer be flanked. This defense denies a scout the ability to sneak attack the maverick by flanking him, unless the attacker has at least four more scout levels than the target has maverick levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Light-Fingered (Ex): Upon reaching 7th level, the maverick receives a +2 bonus to any Build/Repair or Heist checks. This bonus increases to +4 at 11th level, +6 at 15th level, and +8 at 19th level,

Special Abilities: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a maverick gains a special ability of her choice from among the following options.

Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.

Improved Evasion (Ex): This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Skill Mastery: The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.
Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Sneak Attack: A maverick with this ability is able to take advantage of ill-prepared opponents and strike at vital spots for extra damage. Any time the maverick’s target is denied his Dexterity bonus to his armor class (such as when he’s caught flat-footed or he has flanked him), the maverick’s attack does an additional +3d6 points of damage. Ranged attacks count as sneak attacks only if the maverick is within 30 feet of her target. Beyond that distance, she can’t strike with deadly accuracy,
The maverick can only make a sneak attack against living creatures with discernible. Also any target immune to critical hits is immune to sneak attacks as well. The maverick must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. He can’t sneak attack while striking a target with concealment or striking the limbs of a creature whose vitals are beyond reach.

Snake Oil Salesman: At 18th level, a Maverick's silver tongue can make it nearly impossible for someone to unweave his web of lies. After conversing with a creature for at least 10 minutes, the Maverick can ignore all negative circumstance penalties to Chat and Deceive checks (including penalties for improbable lies). If the bluff succeeds, the creature will believe it so thoroughly that it will ignore and explain away all but the most direct proof of the falsehood. Even if confronted with direct proof, the creature must make a Will save (DC 20+Charisma modifier) to actually comprehend the proof. If he fails, he treats the direct proof as a falsehood in itself.

nick_crenshaw
2015-05-20, 02:57 PM
There are very few changes to this class (based on the cleric), including name change, skill name changes, and the Gift special abilities.

Padre
Alignment: A padre’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful-chaotic axis or the good-evil axis, but not both). A padre may not be neutral unless his deity’s alignment is also neutral.
Hit Die: d8.
Class Skills: The padre’s class skills (and the key ability for each skill) are Concentration (Con), Build/Repair (Int), Chat (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Domains and Class Skills: A padre who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the padre class skills listed above. A padre who chooses the Knowledge domain adds all Knowledge (Int) skills to the list. A padre who chooses the Travel domain adds Survival (Wis) to the list. A padre who chooses the Trickery domain adds Deceive (Cha) and Creep (Dex) to the list. See Deity, Domains, and Domain Spells, for more information.
Skill Points at 1st Level: (2 + Int modifier) ×4.
Skill Points at Each Additional Level: 2 + Int modifier.
Table: The Padre


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spells per Day(1)

















0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
+0
+2
+0
+2
Turn or rebuke undead
3
1+1










2nd
+1
+3
+0
+3

4
2+1










3rd
+2
+3
+1
+3

4
2+1
1+1









4th
+3
+4
+1
+4
Gift
5
3+1
2+1









5th
+3
+4
+1
+4

5
3+1
2+1
1+1








6th
+4
+5
+2
+5

5
3+1
3+1
2+1








7th
+5
+5
+2
+5



3+1
2+1
1+1







8th
+6/+1
+6
+2
+6
Gift
6
4+1
3+1
3+1
2+1







9th
+6/+1
+6
+3
+6

6
4+1
4+1
3+1
2+1
1+1






10th
+7/+2
+7
+3
+7

6
4+1
4+1
3+1
3+1
2+1






11th
+8/+3
+7
+3
+7

6
5+1
4+1
4+1
3+1
2+1
1+1





12th
+9/+4
+8
+4
+8
Gift
6
5+1
4+1
4+1
3+1
3+1
2+1





13th
+9/+4
+8
+4
+8

6
5+1
5+1
4+1
4+1
3+1
2+1
1+1




14th
+10/+5
+9
+4
+9

6
5+1
5+1
4+1
4+1
3+1
3+1
2+1




15th
+11/+6/+1
+9
+5
+9

6
5+1
5+1
5+1
4+1
4+1
3+1
2+1
1+1



16th
+12/+7/+2
+10
+5
+10
Gift
6
5+1
5+1
5+1
4+1
4+1
3+1
3+1
2+1



17th
+12/+7/+2
+10
+5
+10

6
5+1
5+1
5+1
5+1
4+1
4+1
3+1
2+1
1+1


18th
+13/+8/+3
+11
+6
+11

6
5+1
5+1
5+1
5+1
4+1
4+1
3+1
3+1
2+1


19th
+14/+9/+4
+11
+6
+11

6
5+1
5+1
5+1
5+1
5+1
4+1
4+1
3+1
3+1


20th
+15/+10/+5
+12
+6
+12
Gift
6
5+1
5+1
5+1
5+1
5+1
4+1
4+1
4+1
4+1


(1.) In addition to the stated number of spells per day for 1st- through 9th-level spells, a padre gets a domain spell for each spell level, starting at 1st.
The "+1" in the entries on this table represents that spell. Domain spells are in addition to any bonus spells the padre may receive for having a high Wisdom score.

Class Features
All of the following are class features of the padre.

Weapon and Armor Proficiency: Padres are proficient with small firearms. A padre who chooses the War domain receives the Weapon Focus feat related to his deity’s weapon as a bonus feat. Padres gain the Unarmored Defense Proficiency feat.

Aura (Ex): A padre of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Padres who don’t worship a specific deity but choose the Chaos, Evil, Good, or Law domain have a similarly powerful aura of the corresponding alignment.

Spells: A padre casts divine spells, which are drawn from the padre spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A padre must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a padre must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a padre’s spell is 10 + the spell level + the padre’s Wisdom modifier.
Like other spellcasters, a padre can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Padre. In addition, he receives bonus spells per day if he has a high Wisdom score. A padre also gets one domain spell of each spell level he can cast, starting at 1st level. When a padre prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells, below).
Padres meditate or pray for their spells. Each padre must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a padre can prepare spells. A padre may prepare and cast any spell on the padre spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Deity, Domains, and Domain Spells: A padre’s deity influences his alignment, what magic he can perform, his values, and how others see him. A padre chooses two domains from among those belonging to his deity. A padre can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
If a padre is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.
Each domain gives the padre access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The padre gets the granted powers of both the domains selected.
With access to two domain spells at a given spell level, a padre prepares one or the other each day in his domain spell slot. If a domain spell is not on the padre spell list, a padre can prepare it only in his domain spell slot.

Spontaneous Casting: A good padre (or a neutral padre of a good deity) can channel stored spell energy into healing spells that the padre did not prepare ahead of time. The padre can "lose" any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name).
An evil padre (or a neutral padre of an evil deity), can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with "inflict" in its name).
A padre who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the padre turns or commands undead.

Chaotic, Evil, Good, and Lawful Spells: A padre can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Turn or Rebuke Undead (Su): Any padre, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).
A good padre (or a neutral padre who worships a good deity) can turn or destroy undead creatures. An evil padre (or a neutral padre who worships an evil deity) instead rebukes or commands such creatures. A neutral padre of a neutral deity must choose whether his turning ability functions as that of a good padre or an evil padre. Once this choice is made, it cannot be reversed. This decision also determines whether the padre can cast spontaneous cure or inflict spells.
A padre may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A padre with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

Bonus Languages: A padre’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.

Gifts: Every four levels, a padre gains a gift. A gift is an innate special ability granted by the powers of good. Each time the hero is eligible for a gift (see Table: Padre), choose one from the list below.
Beast Friend: A hero with this gift receives a +4 bonus to Handle Animal and Ride checks. Additionally, the padre gains wild empathy as a class ability, and he receives a +4 bonus as well.
A padre with this gift may use Handle Animal to soothe an aggressive beast as long as it has not yet been wounded. Doing so requires an opposed Handle Animal roll against the creature’s Will save. If successful, the animal becomes peaceful (though it is still a wild animal and can be easily excited again). If the padre fails, he may try again, though the animal may attack him or his companions in the meantime.
Guardian Angel: He gains a +4 luck bonus to her Armor Class against any ranged attack. He receives this bonus even if tied down with a gun to his head. This gift provides no bonus to the padre’s Armor Class against melee attacks.
Hardy: The padre’s Constitution is raised by 1. This adds to his Fortitude saves, hit points, and so on normally.
Lion-Hearted: A padre with this gift gains +4 morale bonus to all Will saves against fear or terror. He also adds +4 to his effective level for Intimidate skill checks made by opponents against him.
Longevity: The padre ages only 1 year for every 2 years that passes. Bonuses to her mental abilities accrue normally, but the penalties to her physical abilities occur at the divinely slowed rates. This gift is only effective once the padre has chosen it, so old-timers who choose it don’t gain as much from it as whippersnappers do.
Longevity work even against magical attacks that age the character, reducing the effects of the attack by one-half.
Manna: As long as the padre is in a wilderness environment, he doesn’t need to worry about a Survival check to find food for himself. His deity provides it for her. It may be in the form of animals bring her morsels of food, plentiful nuts and berries, game that’s unnaturally easy for him to bag, or even literally “manna from the Heavens.”
This gift does not provide food for other members of the padre’s posse. A Survival check is required as usual to scrounge food for them.
Restoration: This gift allows a padre to heal a good deal quicker than normal. He regains hit points a double the normal rate. As usual, the champion must get good, solid rest and not be starving or otherwise fatigued to regain lost hit points from natural rest.
Strong-Willed: The hero’s effective level is considered four levels higher when an opponent attempts to use Intimidate. He receives a +4 morale bonus to opposed tests of Diplomacy and she also gains a +4 morale bonus to any Sense Motive roll made to resist an opponent’s Deceive check.
Finally, he gets a +4 morale bonus to Will saves made to resist any attempt to influence her will or actions.
Vitality: A padre with this gift has been granted a near immunity to all forms of disease and infection. He automatically makes any roll or save to resist a normal disease and receives a +5 bonus to shrug off supernatural ones, like lycanthropy.
Zeal: At the beginning of each session, a player whose padre has this gift choose a single skill. For the duration of that session, she can add a +2 morale bonus to all her hero’s rolls with that skill. He can change the skill from session to session as he sees fit, but must make the choose at the beginning of the session.

Ex-Padres: A padre who grossly violates the code of conduct required by his god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a padre of that god until he atones (see the atonement spell description).

Debihuman
2015-05-20, 03:52 PM
Gotta say I like these a lot and I'm not even a big fan of Westerns! I'm hardly the expert on classes and races (monsters are more up my alley). What's a Gray Runner?

Your text is a bit too dense, adding some spacing between paragraphs would help a lot.

Neither of your classes explain the AC line in the charts. I would assume this is a deflection bonus rather than an untyped bonus to natural armor, but you should explain it.

Maverick has reference to Rogue.

Gunslinger has full BAB, d10 and all good saves, why be anything else?

Padre's gifts vary wildly in what you get. Zeal only gets you at +2 bonus to a skill (not terribly useful and it's showing as an underscore rather than a plus sign). Morale bonuses do not stack so this is really not a good choice. Compared to Hardy. Can you take the same gift more than once?

Also Padre's skill list is missing Handle Animal and Ride since Beast Friend grants bonuses to those skills.


Debby

nick_crenshaw
2015-05-20, 05:36 PM
I just use this from Unearthed Arcana.

Defense Bonus
In the standard D&D rules, a character’s skill at attacking gets better as he goes up in level—but not so his skill at avoiding attacks. Characters rely on armor and an ever-growing collection of magic items to protect them in combat.

But what about campaigns in which it’s not common or appropriate for characters to go everywhere in full plate?

This variant system is particularly appropriate for swashbuckling or stealth-based campaigns, for settings in which firearms are common, for seafaring campaigns (in which the characters would rather not wear armor for fear of drowning), or for any other setting in which armor is not worn on a day-to-day basis—even by adventurers.

The Class Defense Bonus
In this variant, every character has a defense bonus based on his character level. The defense bonus applies to Armor
Class. However, it does not stack with the character’s armor bonus. A character wearing armor gains its armor bonus (including any enhancement to that bonus) or his defense bonus—whichever is higher—but not both. The defense bonus stacks with all other bonuses to AC, including the character’s shield bonus, natural armor bonus, and so forth.
Unlike an armor bonus, a defense bonus does improve a character’s AC against touch attacks.

A character’s defense bonus is derived from his character level and class, as shown on Table 4–1: Defense Bonus. For a multiclass character, use the highest defense bonus of those offered by the character’s classes. For example, a 2nd-level barbarian has a defense bonus of +4. If the character gains a level of cleric (becoming a 2nd-level barbarian/1st-level cleric), her defense bonus increases to +7, because the cleric’s +7 at 3rd character level is better than the barbarian’s +5 at 3rd character level.

Table 4–1: Defense Bonus


Level
A(1)
B(2)
C(3)
D(4)


1st
+2
+3
+4
+6


2nd
+2
+3
+4
+6


3rd
+3
+4
+5
+7


4th
+3
+4
+5
+7


5th
+3
+4
+5
+7


6th
+4
+5
+6
+8


7th
+4
+5
+6
+8


8th
+4
+5
+6
+8


9th
+5
+6
+7
+9


10th
+5
+6
+7
+9


11th
+5
+6
+7
+9


12th
+6
+7
+8
+10


13th
+6
+7
+8
+10


14th
+6
+7
+8
+10


15th
+7
+8
+9
+11


16th
+7
+8
+9
+11


17th
+7
+8
+9
+11


18th
+8
+9
+10
+12


19th
+8
+9
+10
+12


20th
+8
+9
+10
+12


(1) Use column A for monk, sorcerer, or wizard.
(2) Use column B for bard, ranger, or rogue.
(3) Use column C for barbarian or druid.
(4) Use column D for cleric, fi ghter, or paladin.

Debihuman
2015-05-20, 05:47 PM
Not a big fan of the defense bonus variant rule (it's in the online SRD so you didn't have to post the whole thing), since most PCs will probably want armor first. Because leather dusters are just so much cooler! Which sets should your classes belong to?

Debby

nick_crenshaw
2015-05-20, 05:51 PM
You can still where armor by using the Armor as DR variant. Also you might reduce the Def bonus by one-half if that appeals to you.

Debihuman
2015-05-20, 05:54 PM
I suppose you could but you only benefit from the one that's higher. Also you missed my edit about the Padre's missing skills. This still does not explain the AC column in your classes.

Debby

nick_crenshaw
2015-05-20, 05:55 PM
Also Padre's skill list is missing Handle Animal and Ride since Beast Friend grants bonuses to those skills.

Handle Animal and Ride can be used untrained so they don't need to be part of the class skills.

nick_crenshaw
2015-05-20, 05:56 PM
I suppose you could but you only benefit from the one that's higher. Also you missed my edit about the Padre's missing skills. This still does not explain the AC column in your classes.

Debby

AC is being replaced by the Def bonus ability.

Debihuman
2015-05-21, 12:17 AM
Handle Animal and Ride can be used untrained so they don't need to be part of the class skills.

Handle Animal is trained only. Ride doesn't require training. Still doesn't make sense why those aren't class skills.

Debby

nick_crenshaw
2015-05-21, 01:10 AM
I just had an idea for the whole AC/Defense Bonus/armor problem. First no armor, it no help against a bullet anyway, instead just give all the class the Unarmored Defonse Proficiency feat. The feat will also replace the whole AC/Defanse Bonus thing. I make the proper changes as soon as I get to a decktop.

Kamai
2015-05-21, 01:30 AM
I'm going to look mainly at the classes here:

Gunslinger: My first impression is that the Gunslinger is a Fighter with bigger numbers. There's a couple of minor neat things, but not enough to make it not boring. Not so worried if you just need a generic fighter, but I don't think generic fighter should take up the concept space of a gunslinger.

Maverick:
Jack of all Trades: For Pete's sake, just make it an 8+int skill point class. You gain nothing by splitting the skill points this way.

Fast as Lightning: Clarify whether the extra attack action comes at full BAB, or the same BAB as the attack action just before it.

Skill Focus: I think instead of Skill Focus, you should extend the last part of Jack of All trades (+3 to one skill, roll twice, take the better) to more skills. Add Skill Focus (any class skill) to your bonus feat list.

Snake Oil Salesman: This ability actually doesn't have enough kick for how high level it is. How about something like this:
Snake Oil Salesman: At 18th level, a Maverick's silver tongue can make it nearly impossible for someone to unweave his web of lies. After conversing with a creature for at least 10 minutes, the Maverick can ignore all negative circumstance penalties to Chat and Deceive checks (including penalties for improbable lies). If the bluff succeeds, the creature will believe it so thoroughly that it will ignore and explain away all but the most direct proof of the falsehood. Even if confronted with direct proof, the creature must make a Will save (DC 20+Charisma modifier) to actually comprehend the proof. If he fails, he treats the direct proof as a falsehood in itself.

One thing to note is (not looking at the condensed skill list) that I'm assuming that Chat and Deceive cover at least Bluff and Diplomacy. If they don't, those are the skills I'm intending to cover. This doesn't have a modifier for blatant lies, because it's assumed that a blatant lie will have a lot of sources of direct proof, and actually make it pretty easy to ruin this ability.

General: Like the rogue, he doesn't get a really cool ability at 20th level. It's a minor thing, sure, but he should at least get another Advanced Talent if you can't think of anything that would fit.

Padre: I don't really think a 9 level caster fits what you're trying to do, but if you believe so, for the most part, the gifts seem to be a neat touch without adding too much power.
I don't think Hardy should be a direct stat raise, though. If Hardy simply granted Endurance, maybe also increasing the death threshold by 1/2 padre level, I think that'd put it back on the level of everything else. This might also be a setting thing, but I think ranged attacks are going to be common enough where Guardian Angel should really only grant a +2 instead of a +4 AC.

nick_crenshaw
2015-05-21, 11:36 AM
Fast as Lightning: Clarify whether the extra attack action comes at full BAB, or the same BAB as the attack action just before it.

The way I understand it, it is just an extra attack action that if you use for an attack will be at the full BAB or an extra move action.


Snake Oil Salesman: This ability actually doesn't have enough kick for how high level it is. How about something like this:
Snake Oil Salesman: At 18th level, a Maverick's silver tongue can make it nearly impossible for someone to unweave his web of lies. After conversing with a creature for at least 10 minutes, the Maverick can ignore all negative circumstance penalties to Chat and Deceive checks (including penalties for improbable lies). If the bluff succeeds, the creature will believe it so thoroughly that it will ignore and explain away all but the most direct proof of the falsehood. Even if confronted with direct proof, the creature must make a Will save (DC 20+Charisma modifier) to actually comprehend the proof. If he fails, he treats the direct proof as a falsehood in itself.

I think will work, thank you.


One thing to note is (not looking at the condensed skill list) that I'm assuming that Chat and Deceive cover at least Bluff and Diplomacy. If they don't, those are the skills I'm intending to cover. This doesn't have a modifier for blatant lies, because it's assumed that a blatant lie will have a lot of sources of direct proof, and actually make it pretty easy to ruin this ability.



New Skill
Old Skills


Athletics
Balance, Climb, Jump, Swim


Bargain
Appraise


Build/Repair
Craft


Chat
Diplomacy, Gather Information


Creep
Hide, Move Silently


Deceive
Bluff, Disguise, Forgery


Heist
Disable Device, Open Locks, Sleight of Hand


Senses
Listen, Search, Spot


Tumble
Escape Artist, Tumble



Does this help with the new skills.


Padre: I don't really think a 9 level caster fits what you're trying to do, but if you believe so, for the most part, the gifts seem to be a neat touch without adding too much power.
I don't think Hardy should be a direct stat raise, though. If Hardy simply granted Endurance, maybe also increasing the death threshold by 1/2 padre level, I think that'd put it back on the level of everything else. This might also be a setting thing, but I think ranged attacks are going to be common enough where Guardian Angel should really only grant a +2 instead of a +4 AC.

Death threshold will be based on the Con score like in Pathfinder, but we also give Hardy the Improved Damage Threshold feat (Massive Damage Threshold will also be based on Con score like in d20 Modern.)

nick_crenshaw
2015-05-23, 02:26 PM
Raider
Alignment: Any.
Hit Die: d12.
Class Skills: The raider’s class skills (and the key ability for each skill) are Athletics (Str or Dex), Build/Repair (Int), Creep (Dex), Heal (Wis), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (nature) (Int), Profession (Wis), Senses (Wis), Survival (Wis), and Use Rope (Dex).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Table: The Raider


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st
+1
+2
+2
+0
Berserker strength, illiteracy, spiritual totem


2nd
+2
+3
+3
+0
Endurance, uncanny dodge


3rd
+3
+3
+3
+1
Quiet movement


4th
+4
+4
+4
+1
Wardance


5th
+5
+4
+4
+1
View the spirit world


6th
+6/+1
+5
+5
+2
Track, woodland stride


7th
+7/+2
+5
+5
+2
Totem manifestation


8th
+8/+3
+6
+6
+2
Improved wardance


9th
+9/+4
+6
+6
+3
Swift tracker


10th
+10/+5
+7
+7
+3



11th
+11/+6/+1
+7
+7
+3



12th
+12/+7/+2
+8
+8
+4
Greater wardance


13th
+13/+8/+3
+8
+8
+4



14th
+14/+9/+4
+9
+9
+4
Blindsense 30 ft.


15th
+15/+10/+5
+9
+9
+5
Nerve-shaking gaze


16th
+16/+11/+6/+1
+10
+10
+5



17th
+17/+12/+7/+2
+10
+10
+5
Tireless rage


18th
+18/+13/+8/+3
+11
+11
+6
Frightening gaze


19th
+19/+14/+9/+4
+11
+11
+6



20th
+20/+15/+10/+5
+12
+12
+6



Class Features
All the following are class features of the raider.

Weapon and Armor Proficiency: A raider is proficient with all simple weapons and light armor. Raiders who wear heavy or medium armor lose the following class abilities: fast movement, endurance, uncanny dodge, improved uncanny dodge, quiet movement, woodland stride, and swift tracker.

Spiritual Totem (Su): A raider gain one of the abilities described below, depending on the chosen totem. Each of these effects is a supernatural ability.
Bear Totem: The mighty bear is known for her crushing embrace. If you adopt her as your spiritual totem, you gain the improved grab ability (MM 310).
Eagle Totem: The eagle can see clearly over great distances and often notices details that are not obvious. If you embrace him as your spiritual totem, you gain a +4 bonus on Search and Spot checks.
Fox Totem: The cunning fox uses stealth to gain the upper hand. Should you choose her as your spiritual totem, you gain a +4 bonus on Hide and Move Silently checks.
Lion Totem: Regal and intimidating, the powerful lion is a symbol of nobility among the races of the wild. By selecting him as your spiritual totem, you gain the pounce ability (MM 313).
Wolf Totem: The wolf is a loyal ally who uses pack tactics to subdue her foes. If you choose her as your spiritual totem, you gain an additional +2 bonus on attack rolls when flanking an opponent.

Illiteracy: Raiders do not automatically know how to read and write. Raiders may spend 2 skill points to gain the ability to read and write all languages they are able to speak.
A raider who gains a level in any other class that does not have illiteracy automatically gains literacy. Any other characters who gain a raider level do not lose the literacy they already had.

Berserker Strength (Ex): Whenever a raider’s current hit point total is below 5 × your barbarian level, your berserker strength automatically activates. You gain a +4 bonus to your Strength score, a +2 bonus on saves, damage reduction 2/—, and a –2 penalty to your AC. The damage reduction granted by berserker strength stacks with any similar kind of damage reduction.
There is no limit to the number of times per day your berserker strength can activate. While berserker strength is active, you have the same limitation on actions as a barbarian in rage (PH 25). You cannot voluntarily end your berserker strength, although you automatically drop out of it while unconscious, helpless, or (most likely) when you receive healing to bring your current hit points above the threshold.
At 11th level (or if you would gain the greater rage class feature from any class), your berserker strength improves instead. The bonus to your Strength score improves to +6, your bonus on saves improves to +3, and you gain damage reduction 3/— (or your existing damage reduction of the same kind improves by 3).
At 20th level (or if you would gain the mighty rage class feature from any class), your berserker strength instead improves again. The bonus to your Strength score improves to +8, your bonus on saves improves to +4, and you gain damage reduction 4/— (or your existing damage reduction of the same kind improves by 4).
Any effect that would normally apply only during your rage applies whenever your berserker strength is active.

Endurance (Ex): At 2nd level, raiders gain Endurance as a free feat.

Uncanny Dodge (Ex): At 2nd level, raiders retain their Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, they still lose their Dexterity bonus to AC if immobilized. Raiders who already have uncanny dodge from a different class automatically gain improved uncanny dodge (see below) instead.

Quiet Movement (Ex): At 3rd level, when moving at a speed greater than one-half but less than full speed, raiders do not suffer the usual –5 penalty to Move Silently skill checks. They suffer only a –10 penalty to move silently while running or charging, and suffer only a –2 penalty to move silently while crossing even very noisy surfaces.

Wardance (Ex): At 4th level, raiders may engage in a ritual to temporarily gain additional combat abilities. A wardance may take the form of a dance, chant, oath, or other ritual observance. It takes one hour to complete a wardance, during which time the raider must not be interrupted. At the end of a wardance, a raider chooses one of the following abilities, which may be activated once as a standard action at any time within one full day of the wardance. Although similar to the spells of the same name, they are considered extraordinary abilities rather than spell-like effects. A raider may engage in a wardance once per day.
Jump: When this ability is activated as a standard action, you gain a +10 enhancement bonus on Jump checks for one minute multiplied by your class level.
Remove Fear: When this ability is activated as a standard action, you gain a +4 morale bonus against fear effects for 10 minutes. If you are under the influence of a fear effect when activating this ability, that effect is suppressed for the duration of the spell.
True Strike: When you activate this ability as a standard action, your next single attack roll (if it is made within one hour) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.

View the Spirit World (Su): At 5th level and higher, raiders can, once per day, peer into the spirit world for a number of rounds equal to one-half your barbarian level (rounded down). While doing so, you gain darkvision out to 60 feet, can see invisible creatures, and gain a +2 bonus on Search and Spot checks.

Track: At 6th level, raiders gain Track as a free feat.

Woodland Stride (Ex): At 6th level, raiders may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect them.

Totem Manifestation (Ex): When you select this ability, your connection to your spiritual totem intensifies. If you have not yet chosen a spiritual totem, you must do so now, but you gain only those abilities described here, not those for the spiritual totem alternative class feature. Each of these effects is a supernatural ability.
Bear Totem: The powerful bear rewards your loyalty. If you choose her as your spiritual totem, you gain 1 extra hit point per barbarian level.
Eagle Totem: The keen-eyed eagle grants you low-light vision if you adopt him as your spiritual totem. If you have previously chosen the eagle as your spiritual totem, the bonus on Search and Spot checks increases by 1 at each level at which your damage reduction would increase (10th, 13th, 16th, and 19th levels).
Fox Totem: The quick fox grants you a +1 dodge bonus to Armor Class if you choose her as your spiritual totem.
This bonus increases by 1 at each level at which your damage reduction would increase (10th, 13th, 16th, and 19th levels). Any condition that causes you to lose your Dexterity bonus to Armor Class (if any) also negates this dodge bonus.
Lion Totem: If you select the lion as your spiritual totem, he rewards you with the ability to loose a powerful and intimidating roar. When you roar, every creature within a 30-foot radius must succeed on a Will save (DC 10 + 1/2 your barbarian level + your Str modifier) or be shaken for a number of rounds equal to your barbarian level. This ability can be used once per day, and you gain an additional use per day at each level at which your damage reduction would increase (10th, 13th, 16th, and 19th levels).
Wolf Totem: The wolf is an intelligent hunter who can track her prey with uncanny accuracy and insight. If you choose her as your spiritual totem, you gain Track as a bonus feat. In addition, you gain a +2 sacred bonus on Survival checks.

Improved Wardance (Ex): At 8th level, raiders receive two abilities following the completion of a wardance instead of one. They can choose two different abilities or the same one twice. Raiders add the following abilities to the abilities available to them:
Bear’s Endurance: Upon activation of this ability as a standard action, you gain greater vitality and stamina. You get a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. This ability lasts for one round multiplied by your class level. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject’s Constitution drops back to normal. They are not lost first as temporary hit points are.
Bull’s Strength: Upon activation of this ability as a standard action, you become stronger, gaining a +4 enhancement bonus to Strength and adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier. This ability lasts for one round multiplied by your class level.
Heroism: Upon activating this ability as a standard action, you gain great bravery and morale in battle, receiving a +2 morale bonus on attack rolls, saves, and skill checks. This ability lasts for one round multiplied by your class level.

Swift Tracker (Ex): Beginning at 9th level, raiders can move at their normal speed while following tracks without taking the normal –5 penalty. They take only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Greater Rage (Ex): At 11th level, raiders’ bonuses to Strength and Constitution during their rage each increase to +6, and their morale bonus on Will saves increases to +3. The penalty to AC remains at –2.

Greater Wardance (Ex): At 12th level, raiders receive three abilities following the completion of a wardance instead of two, chosen from the list of abilities gained from their Wardance and Improved Wardance class abilities, plus the following additional abilities:
Barkskin: Upon activating this ability as a standard action, you gain a +4 enhancement bonus to your existing natural armor bonus. The enhancement bonus provided by barkskin stacks with your natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0. This ability lasts for one round multiplied by your class level.
Protection from Arrows: Upon activating this ability as a standard action, you gain damage reduction 10/magic against ranged weapons. (This ability doesn’t grant you the ability to damage creatures with similar damage reduction.) Up to 50 points of damage can be prevented. This ability lasts for one round multiplied by your class level.

Blindsense (Ex): At 14th level, raiders gain blindsense, an ability that lets raiders notice things they cannot see, but without the precision of blindsight. Raiders usually do not need to make Spot or Listen checks to notice and locate creatures within range of their blindsense ability, provided that they have line of effect to that creature. Any opponent the raider cannot see has total concealment (50% miss chance) against the raider, and the raider still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a raider with blindsense. Raiders with blindsense are still denied their Dexterity bonus to Armor Class against attacks from creatures they cannot see. Blindsense works to a range of 30 feet.

Nerve-shaking Gaze (Ex): At 15th level, raiders can shake opponents within 30 feet by making a gaze attack. Raiders with this ability can actively attempt to use their gaze as an attack action. The raider chooses an opponent within 30 feet, and that opponent must attempt a Fortitude save at DC 14 each round he is subject to the gaze attack, at the beginning of the opponent’s turn. Opponents who fail to save against the gaze attack become shaken as long as they are in the raider’s presence, taking a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.

Tireless Rage (Ex): At 17th level and higher, raiders no longer become fatigued at the end of their rage.

Frightening Gaze: At 18th level, targets of a raider’s gaze attack become frightened in addition to becoming shaken, fleeing from the raider as quickly as they can. They can choose the path of their flight. Once they are out of sight of the raider, they can act as they want. If they see the raider again, they must make a new saving throw during their turn to avoid the effects of the raider’s gaze. Characters unable to flee can fight (though they are still shaken).

Mighty Rage (Ex): At 20th level, raiders’ bonuses to Strength and Constitution during their rage each increase to +8, and their morale bonus on Will saves increases to +4. The penalty to AC remains at –2.

nick_crenshaw
2015-05-23, 03:11 PM
Scout
Alignment: Scouts can belong to any alignment.
Hit Die: d8.
Class Skills: The scout’s class skills (and the key ability for each skill) are Athletics (Str or Dex), Build/Repair (Int), Chat (Cha), Creep (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Profession (Wis), Ride (Dex), Senses (Wis), Survival (Wis), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.
Table: The Scout


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st
+0
+2
+2
+0
Concealment +10, recon, track, wildshield +1


2nd
+1
+3
+3
+0
Combat style, quiet movement, spiritual connection


3rd
+2
+3
+3
+1
Blaze (half speed), improved cover, wildshield +2


4th
+3
+4
+4
+1
Spiritual guide


5th
+3
+4
+4
+1
Endurance, sneak attack +1d6/30 ft.


6th
+4
+5
+5
+2
Improved combat style, wildshield +3


7th
+5
+5
+5
+2
Woodland stride


8th
+6/+1
+6
+6
+2
Sneak attack +2d6, swift tracker


9th
+6/+1
+6
+6
+3
Gift of tongues, wildshield +4


10th
+7/+2
+7
+7
+3
Concealment +20, sneak attack 60 ft.


11th
+8/+3
+7
+7
+3
Combat style mastery, sneak attack +3d6


12th
+9/+4
+8
+8
+4
Improved Recon, Wildshield +5


13th
+9/+4
+8
+8
+4
Camouflage, blaze (full speed)


14th
+10/+5
+9
+9
+4
Sneak attack +4d6


15th
+11/+6/+1
+9
+9
+5
Wildshield +6


16th
+12/+7/+2
+10
+10
+5
Hide in plain sight


17th
+12/+7/+2
+10
+10
+5
Sneak attack +5d6


18th
+13/+8/+3
+11
+11
+6
Wildshield +7


19th
+14/+9/+4
+11
+11
+6
Sneak attack 100 ft.


20th
+15/+10/+5
+12
+12
+6
Sneak attack +6d6


Class Features
All the following are class features of the scout.

Weapon and Armor Proficiency: A scout is proficient with light armor, guns, all simple weapons, plus the following martial weapons: handaxe and throwing axe. Scouts who wear medium or heavy armor lose the quiet movement, sneak attack, wildshield, and woodland stride class abilities.

Concealment +10 (Ex): Scouts gain a +10 bonus when they have concealment against ranged attacks, resulting in a 30% miss chance under normal concealment and a 60% miss chance when under total concealment.
At 10th level, a scout’s concealment bonus increases to +20, resulting in a 40% miss chance when he has concealment and a 70% miss chance when he has total concealment.

Recon (Ex): By studying tracks and the local environment, watching the movements and gestures of people, and analyzing the condition and arrangement of nearby dwellings, settlements, and natural features for 1d4+1 hours, scouts can make a Gather Information check without speaking to anybody, albeit at a –4 penalty.

Track: Scouts gain Track as a bonus feat at 1st level.

[B]Wildshield +1 (Ex): While wearing no armor or light armor, scouts receive a +1 AC bonus and a +1 Reflex save bonus in any natural terrain. This bonus stacks with any wildshield bonus gained from the scout’s culture.
At 3rd, 6th, 9th, 12th, 15th, and 18th level, a scout’s wildshield AC bonus increases to +2, +3, +4, +5, +6, and +7, respectively. The Reflex save bonus remains at +1.

Combat Style (Ex): At 2nd level, a scout must select one of six combat styles to pursue: archery, beast-wrestling, mounted-combat, strong-arm, throwing, or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.
Scouts who select archery are treated as having the Rapid Shot feat, even if they do not have the normal prerequisites for that feat.
Scouts who select beast-wrestling are treated as having the Improved Unarmed Strike feat, even if they do not have the normal prerequisites for that feat.
Scouts who select mounted-combat are treated as having the Ride-By Attack feat, even if they do not have the normal prerequisites for that feat.
Scouts who select strong-arm are treated as having the Power Attack feat, even if they do not have the normal prerequisites for that feat.
Scouts who select throwing are treated as having the Quick Draw feat, even if they do not have the normal prerequisites for that feat.
Scouts who select two-weapon combat are treated as having the Two-Weapon Fighting feat, even if they do not have the normal prerequisites for that feat.
The benefits of a scout’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Quiet Movement (Ex): At 2nd level, when moving at a speed greater than one-half but less than full speed, scouts do not suffer the usual –5 penalty to Move Silently skill checks. They suffer only a –10 penalty to move silently while running or charging, and suffer only a –2 penalty to move silently while crossing even very noisy surfaces.

Spiritual Connection (Sp): At 2nd level, scouts can use speak with animals and speak with plants[/I], as the spells (caster level equals your ranger level). You can use any combination of these effects up to three times per day.

Blaze (Ex): At 3rd level, while moving at one-half speed, a scout can mark a path through any natural terrain that is not noticeable to anyone except the scout and the scout’s allies unless they make a Spot check at DC 20 plus the scout’s class level. The scout can choose to make marks that last one week, one year, or permanently.
At 13th level, the scout can use this ability while moving at full speed.

Improved Cover (Ex): At 3rd level, scouts gain a +8 bonus to AC and a +4 bonus to Reflex saves when under cover, rather than the usual +4 bonus and +2 bonus, respectively. When under cover, they gain the improved evasion class ability against any attack to which the Reflex save bonus applies. Furthermore, scouts gain a +10 bonus to Hide checks when under cover.

Spiritual Guide (Ex): At 4th level, a scout gains gain a spiritual guide. As long as you remain in natural surroundings (including underground caverns), this guide is a constant companion. Once you enter any civilized area larger than a hamlet, however, your spiritual guide leaves your side, returning only when you return to the wilds.
Although it cannot protect you from harm, your spiritual guide can warn you of impending danger. As long as your spiritual guide is with you, you gain a divine bonus equal to one-quarter your ranger level (rounded down) on Handle Animal, Knowledge (nature), Listen, Search, Spot, and Survival checks. In addition, you can use commune with nature, as the spell, once per day (caster level equals your ranger level). You can also prepare and cast this spell normally from your ranger spell list.

Endurance: A scout gains Endurance as a bonus feat at 5th level.

Sneak Attack: At 5th level, scouts who catch opponents when they are unable to defend themselves effectively from their attack can strike a vital spot for extra damage.
A scout’s attacks deal extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the scout flanks the target. This extra damage is 1d6 at 5th level, and it increases by 1d6 every three scout levels thereafter. Should the scout score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet. This distance increases to 60 feet at 10th level and 100 feet at 19th level.
With an unarmed strike, scouts can perform a sneak attack that deals nonlethal damage instead of lethal damage. They cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
Scouts can sneak attack only living creatures with discernible anatomies — undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. Scouts must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
For scouts who are multi-classed as agents or rakes, the extra damage caused by their sneak attack stacks with any extra sneak attack damage gained as an agent and any craven attack damage gained as a rake.

Improved Combat Style: At 6th level, scouts who chose the archery combat style at 2nd level are treated as having the Shot on the Run feat, regardless of whether they meet the usual prerequisites.
Scouts who chose the beast-wrestling fighting style gain Improved Grapple as a free feat regardless of the usual prerequisites.
Scouts who chose the mounted-combat style gain Spirited Charge as a free feat regardless of the usual prerequisites.
Scouts who chose the strong-arm fighting style gain Improved Sunder as a free feat regardless of the usual prerequisites.
Scouts who chose the throwing fighting style gain Point Blank Shot as a free feat regardless of the usual prerequisites.
Scouts who chose the two-weapon fighting style gain Improved Two-Weapon Fighting as a free feat regardless of the usual prerequisites.
As before, the benefits of a scout’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Woodland Stride (Ex): Starting at 7th level, scouts may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect them.

Swift Tracker (Ex): Beginning at 8th level, scouts can move at their normal speed while following tracks without taking the normal –5 penalty. They take only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Gift of Tongues: Scouts gain Gift of Tongues as a free feat at 9th level.

[B]Combat Style Mastery (Ex): At 11th level, scouts who selected the archery combat style at 2nd level are treated as having the Improved Precise Shot feat, even if they do not have the normal prerequisites for that feat.
Scouts who selected beast-wrestling combat at 2nd level are treated as having the Stunning Fist, even if they do not have the normal prerequisites for that feat.
Scouts who selected mounted-combat combat at 2nd level are treated as having the Trample feat, even if they do not have the normal prerequisites for that feat.
Scouts who selected strong-arm combat at 2nd level are treated as having the Great Cleave feat, even if they do not have the normal prerequisites for that feat.
Scouts who selected throwing combat at 2nd level are treated as having the Far Shot feat, even if they do not have the normal prerequisites for that feat.
Scouts who selected two-weapon combat at 2nd level are treated as having the Spring Attack feat, even if they do not have the normal prerequisites for that feat.
As before, the benefits of a scout’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Improved Recon: At 12th level, scouts can use their Recon ability without a –4 penalty.

Camouflage (Ex): Scouts of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Hide in Plain Sight (Ex): While in any sort of natural terrain, scouts of 16th level or higher can use the Hide skill even while being observed.

nick_crenshaw
2015-05-23, 03:29 PM
What's a Gray Runner?

http://orig03.deviantart.net/fa23/f/2015/143/0/6/greyrunners_by_lurch_jr-d8uglq9.png

This is a Grey Runner.

faustin
2015-05-23, 04:00 PM
Good work, but you should come up with a huckster class too :smallsmile:

nick_crenshaw
2015-05-23, 05:39 PM
Good work, but you should come up with a huckster class too :smallsmile:

Should I base it around the Bard; I also want to include the Bard as a travelling musician but can't think of a good name for it.

faustin
2015-05-24, 04:02 PM
As someone who loves Deadlands, I suggest Fiddlers as the bard equivalents . The huckster is more of a cartomancer.

nick_crenshaw
2015-05-25, 04:21 PM
The Huckster
Alignment: Any Non-lawful
Hit Dice: 1d6
Class Skills: The Huckster’s class skills (and the key ability for each skill) are Athletics (Str or Dex), Build/Repair (Int), Deceive (Cha), Heist (Dex), Knowledge (arcane), Knowledge (the Planes), Profession (Wis), Sense Motive (Wis), Senses (Wis), Spellcraft (Int), Tumble (Dex), and Use Magic device (Cha).
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.
Table: The Scout


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Invocations


1st
+0
+0
+0
+2
Cardshark, Card blast 1d4, Trick (least), Mystical Cards
1


2nd
+1
+0
+0
+3
Poker Face, trapfinding
2


3rd
+2
+1
+1
+3
Mettle, Card blast 2d4
3


4th
+3
+1
+1
+4
Decieve Item
4


5th
+3
+1
+1
+4
Card blast 3d4
4


6th
+4
+2
+2
+5
Trick (least or lesser)
5


7th
+5
+2
+2
+5
Card blast 4d4
6


8th
+6/+1
+2
+2
+6
Read the Flop
7


9th
+6/+1
+3
+3
+6
Card blast 5d4
8


10th
+7/+2
+3
+3
+7
Up the Ante 3/day, Lucky
8


11th
+8/+3
+3
+3
+7
Card blast 6d4, Trick (least, lesser, or greater)
9


12th
+9/+4
+4
+4
+8
Trick hand
10


13th
+9/+4
+4
+4
+8
Card blast 7d4
11


14th
+10/+5
+4
+4
+9
Trick hand
12


15th
+11/+6/+1
+5
+5
+9
Card blast 8d4
12


16th
+12/+7/+2
+5
+5
+10
Trick (least, lesser, greater, or dark)
13


17th
+12/+7/+2
+5
+5
+10
Card blast 9d4
14


18th
+13/+8/+3
+6
+6
+11
Trick hand
15


19th
+14/+9/+4
+6
+6
+11
Card blast 10d4
16



20th
+15/+10/+5
+6
+6
+12
Lucky Scoundrel, trick hand, up the Ante 5/day
16


Weapon and Armor Proficiency: A Huckster is proficient with all simple weapons, and unarmored defense proficiency.
Because the somatic components required for huckster tricks are relatively simple, a huckster can use any of his tricks while wearing light armor without incurring the normal arcane spell failure chance. However, like arcane spellcasters, a huckster wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (all tricks, including card blast, have a somatic component). A multiclass huckster still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.

Invocations: A huckster does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A huckster can use any invocation he knows at will, with the following qualifications:
A huckster's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A huckster is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A huckster can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A huckster's invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A huckster's caster level with his invocations is equal to his huckster level.
The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the huckster's Charisma modifier. Since spell-like abilities are not actually spells, a huckster cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).
The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A huckster begins with knowledge of one invocation, which must be of the lowest grade (least). As a huckster gains levels, he learns new invocations, as summarized on the advancement table and described below. A list of available invocations can be found following this class description, and a complete description of each invocation can be found in Chapter 4 of this book.
At any level when a huckster learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a huckster can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a huckster can replace a least or lesser invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a huckster can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or dark).
Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above.
A huckster may choose any invocation a warlock may (see Complete Arcane (CArc), Complete Mage (CM), Dragon Magic (DrM), Cityscape (Ci), Magic of Incarnum (MoI), and Drow of the Underdark (DotU))

Mystical Cards (Sp): The Huckster gains the ability to summon a deck of mystical cards, this is a standard poker deck and the Huckster can choose to include the jokers or not. This ability is a standard action and usable at will. This invocation grants the huckster the ability to play poker with demon spirits. When you play this game of power, you draw one card per point of charisma modifier you have, plus any other modifiers from items and feats. For all intents and purposes, these cards are real, and react accordingly, until the huckster chooses to dismiss them.

Card Blast (Sp): The first ability a huckster learns to use with his mystical cards, is card blast. A huckster attacks his foes with the eldritch power he garners from his poker game he played with (however successful) the demon spirit, using baleful magical energy to deal damage and sometimes impart other debilitating effects.
An card blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. A card blast deals 1d4 points of damage at 1st level and increases in power as the huckster rises in level and dependent on their poker game with the demonic spirit. A card blast is the equivalent of a 1st-level spell. If you apply a blast shape or blast essence invocation to your card blast, your card blast uses the level equivalent of the shape or essence.
A huckster is dependent on how well he plays the demon spirit, as to how effective his card blast will be. He plays a game of poker, which happens in the blink of an eye, which affects how powerful the blast will be, and how much power the demon spirit is willing to give. When you invoke this invocation, draw a hand and consult the following table.


Effect
Hand


1d4/2 levels
One Pair


1d6/2 levels
Two Pair


1d8/2 levels
Three of a Kind


1d10/2 levels
Straight


1d12/2 levels
Flush


2d4/2 levels
Full house (pair & three)


2d6/2 levels
Four of a Kind


Enlarged 2d6/2 levels
Straight Flush


Empowered 2d6/2 levels
Royal Flush


Maximized 2d6/2 levels
5 Ace's


If you fail to get a pair, you take -1 hp/level damage and you cast card blast, which deals 1d4/2 levels.
A card blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to card blast. An card blast deals half damage to objects. Metamagic feats cannot improve a huckster's card blast (because it is a spell-like ability, not a spell). However, the feat Ability Focus (card blast) increases the DC for all saving throws (if any) associated with a huckster's card blast by 2. See page 303 of the Monster Manual.

Cardshark (Ex): At 1st level, you receive a bonus to Profession (gambler) & Heist checks equal to 1/2 your class.

Poker Face (Ex): At 2nd level, you gain a bonus equal to your charisma modifier up to a maximum of half your level vs Sense Motive, Deceive and any enchantment effects. (to include, charm, compulsion, & telepathy)

Trapfinding (Ex): Hucksters can use the Senses skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Hucksters can use the Heist skill to disarm magic traps. A magic trap typically has a DC of 25 + the level of the spell used to create it.
A beguiler who beats a trap's DC by 10 or more with a Heist check can study a trap, figure out how it works, and bypass it (with his allies) without disarming it.

Mettle (Ex): At 3rd level and higher, a huckster can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping huckster does not gain the benefit of mettle.

Deceive item (Ex): At 4th level and higher, a huckster has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a huckster can take 10 even if distracted or threatened.

Read the Flop (Su): At 8t level, when rolling a random affect (either by you or something that is affecting you), you may roll twice and choose the best result. (for example: deck of many things or prismatic burst)

Up the Ante: At 10th level you learn how to empower your invocations by playing even more dangerous games with the demonic spirits you frequently play with, by playing a slightly different game, you lure a demonic spirit in to empowering (hopefully) one of your invocations. At 10th level, you may use this ability 3/day as a free action.
At 20th, this increases to 5/day.
Draw a hand and consult the following table:


Effect
Hand


-1/HP damage/level
One Pair


Normal DC
Two Pair


+1DC
Three of a Kind


Enlarged
Straight


Extended
Flush


+2DC
Full House (pair & three)


Empowered
Four of a Kind


Quickened
Straight Flush


Maximized
Royal Flush


Quickened, Maximized, +2DC
5 Ace's



Lucky (Su): You gain an amount of luck rerolls equal to your charisma modifier per day, you may use them on luck feats as normal, and on other class features that allow them to be spent. These luck points renew each day at dawn.

Trick Hand: At 12th, 14th, 16th, 18th and 20th you gain one of the following Trick Hands:

Stack the Deck: Once per turn, you may spend one luck reroll to draw a new card, and discarding your lowest card as a free action.
Ace of Spades: You are just that damn good. You may use any of your luck feats/abilities on your allies at a range of 30ft.
Ace in the Hole: Whenever you confirm a critical hit, you may spend 4 luck rerolls, increase the multiplier of that weapon by x1.
Call a Spade a Spade: Whenever you successfully save against a spell that your Mettle ability applies to, you may spend one luck reroll to redirect the spell back at the caster.
Cash In: By spending 2 luck rerolls, you may take 10 on any skill check as a move action. This allows you take 20 on Use Magic Device checks.
Come up Trumps: After successfully saving against a spell or spell like ability, you regain 1 luck reroll, up to a maximum you can have per day.
Lost in the Shuffle: You gain Evasion, and can spend 2 luck rerolls to gain Improved Evasion as a free action.
Wild Card: You may enhance your allied spells with your 'Up the Ante' ability by spending 3 luck rerolls as a free action, this uses one use of your 'Up the Ante' ability as normal.


Lucky Scoundrel (Su): At 20th level, you become the epitome of luck, and can enhance your every action with it. You may as a free action, spend 1 luck reroll to add +1 luck bonus on any roll you make. You may spend more than one at once, in which case, the bonus stacks.

Poker Hands
Poker hands are as follows (for the uninitiated)



Hand
Explanation
Example



One Pair
1 pair of cards
2 jack's


Two Pair
2 separate pairs
2 jacks & 2 queens


Three of a Kind
3 of the same card
3 kings


Straight
5 cards in sequential order
2, 3, 4, 5, & 6


Flush
5 cards of the same suit
jack, 3, 10, king, & 6 of clubs


Full House
1 pair of cards and a three of a kind
2 kings & 3 jacks


Four of a Kind
4 identical cards
4 aces


Straight Flush
5 cards of the same suit in sequential order
2, 3, 4, 5, & 6 of clubs


Royal Flush
5 cards of the same suit in sequential order to include all face cards
ace, king, queen, jack, 10 of clubs


5 Ace's
4 aces and a joker
4 aces, & 1 joker

nick_crenshaw
2015-05-29, 12:27 PM
Shaman
Alignment: Any non-lawful.
Hit Die: d6.
Class Skills: The shaman’s class skills (and the key ability for each skill) are Athletics (Str or Dex), Concentration (Con), Build/Repair (Int), Chat (Cha), Deceive (Cha), Dreaming (Wis), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nature) (Int), Knowledge (spirit world) (Int), Perform (Cha), Profession (Wis), Spellcraft (Int), and Survival (Wis).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Table: The Shaman


Level
BAB
Fort
Ref
Will
Special
Spells per Day









Spells Known

















0
1
2
3
4
5
6
7
8
9
0
1
2
3
4
5
6
7
8
9


1st
+0
+0
+0
+2
Rebuke spirits, Totems
3
1








4
1










2nd
+1
+0
+0
+3
Detect spirits
4
2








5
1










3rd
+2
+1
+1
+3

4
2
1







5
1
0









4th
+3
+1
+1
+4
Spirit familiar
5
3
2







6
2
0









5th
+3
+1
+1
+4
3rd totem
5
3
2
1






6
3
1
0








6th
+4
+2
+2
+5

5
3
3
2






7
3
1
0








7th
+5
+2
+2
+5

6
4
3
2
1





7
4
2
1
0







8th
+6/+1
+2
+2
+6

6
4
3
3
2





8
4
2
1
0







9th
+6/+1
+3
+3
+6

6
4
4
3
2
1




8
4
3
2
1






10th
+7/+2
+3
+3
+7
4th totem
6
4
4
3
3
2




9
4
3
2
1
0






11th
+8/+3
+3
+3
+7

6
5
4
4
3
2
1



9
4
4
3
1
1
0





12th
+9/+4
+4
+4
+8

6
5
4
4
3
3
2



9
4
4
3
2
1
0





13th
+9/+4
+4
+4
+8

6
5
5
4
4
3
2
1


9
4
4
3
3
2
1
0




14th
+10/+5
+4
+4
+9

6
5
5
4
4
3
3
2


9
4
4
3
3
2
1
0




15th
+11/+6/+1
+5
+5
+9
5th totem
6
5
5
5
4
4
3
2
1

9
4
4
3
3
3
2
1
0



16th
+12/+7/+2
+5
+5
+10

6
5
5
5
4
4
3
3
2

9
4
4
3
3
3
2
2
0



17th
+12/+7/+2
+5
+5
+10

6
5
5
5
5
4
4
3
2
1
9
4
4
3
3
3
2
2
1
0


18th
+13/+8/+3
+6
+6


6
5
5
5
5
4
4
3
3
2
9
4
4
3
3
3
2
2
2
1


19th
+14/+9/+4
+6
+6


6
5
5
5
5
5
4
4
3
3
9
4
4
3
3
3
2
2
2
1


20th
+15/+10/+5
+6
+6
+12
6th totem
6
5
5
5
5
5
4
4
4
4
9
4
4
3
3
3
2
2
2
2


Weapon and Armor Proficiency: Shamans are proficient with all simple weapons. Shamans are proficient with light and medium armor though they usually refrain from wearing metal armor (preferring padded, leather, or hide armor). Shamans are not proficient with any type of shields. Some shamans have taboos regarding their weapon and armor use (see below).

Spells: A shaman casts divine spells, the same type available to padres and druids. Unlike other divine spellcasters, shamans must learn their spells much as a mystery man does. They gain this knowledge from the Spirit World. A shaman’s selection of spells is extremely limited. A shaman begins play knowing four 0-level spells and one 1st-level spells of your choice. At each level, the shaman learn new spells of a level he can cast automatically from his spirit allies and guides (see Table: Shaman Spells Known). These spells are chosen from the standard spells on the shaman spell list. The number of spells a shaman knows is not affected by his Charisma bonus, if any.
Shamans also learn additional spells from their totems. For each totem gained, a shaman automatically learns an additional spell per level from the totem’s domain (see below for details). This bonus spell is not included in the Shaman Spells Known Table. Where a “0” is listed under a particular spell level on the table, it indicates that the shaman gains his domain spell(s) from his totem(s), if he has sufficient Charisma to cast spells of that level.
A shaman limited to casting a certain number of divine spells of each spell level per day, but need not prepare spells like a padre or druid does.
A shaman gains bonus spells based on Charisma (the ability to influence the denizens of the Spirit World through the force of personality). A shaman can cast any spell he knows provided he has a spell slot remaining for that level for the day. Shamans can also use higher-level slots to cast lower-level spells, if desired. The spell is cast and takes effect normally.
To learn or cast a spell, a shaman must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a mystery man’s spell is 10 + the spell level + the shaman’s Charisma modifier.

Totems and Domains: Shamans gain most of their spiritual knowledge and power from spirit guides known as totems. These are powerful spirits, akin to deities. Totems are most often associated with various “power animals” common in the wilderness where the shaman dwells; they are seen as the spirits of these creatures, with the collected wisdom of their kind. Other totems are legendary ancestors, elemental forces, and so forth.
Each shaman begins with two totems (one of which must be an ancestor spirit) and acquires other over time. Unlike deities, totems do not seek worship. Shamans make bargains with their totems, observing various taboos to draw upon the totems powers (see below for more information). Also unlike deities, totems are amoral. They are not concerned with a shaman’s alignment. Any totem will grant knowledge to any shaman, regardless of alignment.
Chooses a domain for your shaman and choose one of the totems that grant it. You also automatically gain the Spirit Domain and ancestor spirit totems. The shaman automatically learns the spells of his domains from the totems when he gains sufficient level to cast them. Shamans do not get the granted powers of domains like padre, only magical knowledge and wisdom. Every 5 class levels (at 5th, 10th, 15th, and 20th level) a shaman can choose a new domain, either granted by an existing totem or a new totem. Shamans can also acquire an additional totem (and domain) using the Totem feats.
Shaman Domains and Totems


Domain
Totems


Air
Bird spirits of all kinds (particularly Crow, Eagle, and Falcon). Elemental spirits.


Animal
Any animal spirit.


Death
Owl, Spider, Wolf, and many nocturnal spirits.


Destruction
Vermin spirits (particularly Ant, Termite, and Rat).


Earth
Burrowing animal spirits like Gopher, Mole, and Worm. Elemental spirits.


Fire
Bee, Lion, Snake and animal spirits associated with heat. Elemental spirits.


Healing
Bear, Deer, Snake and other animal spirits.


Knowledge
Owl, Raven, Snake and other wise animal spirits. Ancestor spirits.


Luck
Grasshopper, Mouse, Rabbit, or other small, quick animal spirits.


Plant
Plant spirits of all kind (particularly Oak, Ash, Pine, and Yew).


Protection
Crab, Tortoise and most shelled animal spirits.


Strength
Bear, Ox, and other strong animal spirits.


Travel
Bird, Cattle, Horse, Wolf, and other wandering spirits.


Trickery
Coyote, Fox, Mouse, Raven, and other trickster spirits.


War
Bear, Lion, Tiger, Wolf, and other predatory spirits.


Water
Fish spirits of all kind, Dolphin spirit. Elemental spirits



Taboos: To wield their magical powers, shaman must observe certain ritual restrictions on their behavior and activities, known as taboos. These are agreements with totems that grant a shaman magical knowledge. A shaman acquires his first taboo upon becoming a shaman and as he increases in power (and level), he gains additional taboos, one every five levels. Generally a taboo is something the shaman must avoid doing, or sometimes something he must do on a regular basis. The player should choose the shaman’s taboos with input from the Game Master. Some examples of appropriate taboos include:

Never eat or drink in the presence of another person.
Never bathe (although swimming and getting rained on are acceptable).
Never learn to read or write.
Never wield metal weapons (only wood, stone or bone).
Never touch the corpse of a humanoid creature (including corporeal undead).
Never start a fire.
Never slay a particular type of creature (human, elf, animal, elemental).
Never refuse a non-evil creature in need of healing.
Never kill an animal except for food purposes and use every part of the kill.
Never acquire more wealth than she can carry.
Never cut her hair.
Never drink alcohol.
Never sit facing in a certain direction.
Always perform rituals honoring the spirits upon waking (taking at least 30 minutes).
Always wear a particular charm, symbol, or color.

If s shaman violates one of his taboos (even unintentionally), he loses the ability to cast spells or use any of his other special abilities for the next 24 hours.
Repeated violations of taboos (in the Game Master’s judgment) may result in longer (and even permanent) losses of magical abilities until the shaman atones for his actions.

Rebuke Spirits (Su): Shamans have the authority and power to rebuke spirits, much like a neutral or evil padre’s ability to rebuke undead. All shamans, regardless of alignment, rebuke (awe) or control (command) spirits rather than driving off (turning) or destroying them. Rebuking spirits work like exactly like turning undead: the shaman makes a check of 20 + Charisma modifier to determine the most powerful spirit he can rebuke that action. He then rolls 2d6 + class level + Charisma modifier to see how many total hit dice of spirits are affected that turn. In all other respects (including range, duration, number of times per day, and so forth) rebuking spirits works like turning undead.
Shamans can cause the following effects when rebuking spirits:
Rebuke: A rebuked spirit cowers as if in awe of the shaman for 10 rounds. Attack rolls against the spirit during this time gains a +2 bonus.
Command: If the shaman has twice as many levels as the spirit has Hit Dice, it may be commanded instead of rebuked, placing the under the shaman’s control. The shaman must take a standard action to issue orders to the spirit. At shaman may command a number of spirits whose total Hit Dice do not exceed his level. He may relinquish command of a spirit in order to command new one. A shaman may also control a single spirit with more Hit Dice than he has levels, but he must concentrate continuously to maintain control (as in concentrating to maintain a spell), and he can command no other spirits while doing so.
Bolster: A shaman may strengthen spirits resist rebuke of another shaman. He makes a rebuke check as if attempting to rebuke the spirits, but the Hit Dice results of the check becomes the spirits’ effective Hit Dice as far as rebuking is concerned, provided the result is higher than the spirits’ actual Hit Dice. The bolstering lasts 10 rounds.
Dispel, Rebuke or Command: A shaman can attempt to overcome the effects of another shaman’s rebuke. The shaman makes a rebuke check, if it is equal to or greater than the first shaman’s rebuke check, then the effects of the rebuke are canceled.
Dispel Shamanic Magic: Since shamanic magic draws upon the power of the Spirit, a shaman’s rebuke can dispel it. A shaman can make a rebuke attempt against another shaman’s magic like a targeted use of the dispel magic spell. The shaman rolls 1d20 + character level against a DC 11 + the spell’s caster level for spell on the subject. If the check succeeds, the spell is dispelled. If it fails, it remains in effect. The check automatically succeeds against any spell the shaman cast himself. This ability also affects the spell-like powers of spirits in the same way. It is completely ineffective against any other spells or spell-like powers. So a shaman cannot use a rebuke check to try and dispel a spell cast by a padre or wizard, for example or the spell-like powers of a non-spirit creature.
Rebuke Undead: Shamans can rebuke incorporeal undead just like evil padres do. In cases of where a shamanic or padre rebuke interact, the can affect each other normally. So a shaman can overcome a good padre’s attempt to turn incorporeal undead or dispel the effects of an evil padre’s rebuke or command.

Extra Rebuke: Shamans can benefit from the Extra Turning feat just like padres and paladins do, allowing them to rebuke spirits an additional four times per day.

Detect Evil (Sp): At second level, a shaman can detect spirits at will as per the detect spirit spell.

Spirit Familiar: At 4th level or any time thereafter, a shaman can choose to call a spirit familiar. Doing so a day long ritual and uses up magical materials that cost 100 gp. The spirit familiar is an animal spirit, a version of a small animal with the Spirit Template applied to it. It is unusually intelligent and capable of communicating with the shaman. It serves as a companion and helper. The sorcerer chooses what type of spirit familiar he gets. As the shaman advances in level, his spirit familiar increases in power. If the spirit familiar dies or the shaman chooses to dismiss it, the shaman must attempt a Fortitude saving throw (DC 15). If the saving throw fails, the shaman loses 200 experience points per sorcerer level. A successful saving throw reduces the loss to half that amount. A shaman’s experience point total will never go below 0 as the result of this loss. A slain or dismissed spirit familiar cannot be replaced for a full lunar year (13 cycles of the moon or 364 days at a minimum). Slain spirit familiar can be raised from the dead just as a character can be, but do not lose a level or a Constitution point when this happens.


Spirit Familiars
Spirit familiar are animal spirits magically tied to service by a particular shaman as guide, guardian, and helper. They are bound to the shaman’s own spirit, effectively a part of him, which allows the shaman’s magical abilities to work in combination with those of the spirit.
Spirit familiars have the same abilities as sorcerer and wizard familiars, except as noted otherwise.


Shaman Class Level
Natural Armor
Int
Special


4
+2
7
Alertness, improved evasion, share spells, empathic link, manifestation, materialization, incorporeal


5-6
+3
8
Speak with master


7-8
+4
9
Speak with animals of its type


9-10
+5
10
Turn resistance


11-12
+6
11
Spell resistance


13-14
+7
12
Scry on familiar


15-16
+8
13
Possession


17-18
+9
14



19-20
+10
15




Spirit Familiar Basics
Use the basic statistics for an animal of the familiar’s kind, with the modification from the Spirit Template:
Hit Dice: The familiar’s Hit Dice are equal to the shaman’s character level.
Hit Points: Equal to one-half the shaman’s total hit points (rounded down). So a 3rd level shaman with 15 hit points has a familiar with 7 hit points.
Attacks: Use the shaman’s attack bonus with the familiar’s Dexterity or Strength bonus (whichever is higher) for the spirit familiar’s melee attack bonus with natural weapons.
Use the damage for a creature of its type.
Saving Throws: Equal to the shaman’s or those of the normal creature of its (whichever is better).
Skills: Use the normal skills for a creature of familiar’s type or the shaman’s, whichever is better.
Spirit Familiar Abilities
Spirit familiars have all special abilities of corporeal familiars (natural armor, alertness, improved evasion, share spells, empathic link, touch speak with master, speak with animals, spell resistance, scry). They also have special abilities granted by their naturally incorporeal state and gain various spirit abilities as the shaman increases in level as shown on the Table above.
Natural Armor: The number noted here is an improvement to the familiar’s existing natural armor bonus.
Int: The familiar’s Intelligence score.
Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.
If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on his familiar (as a touch range spell) instead of on himself.
A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of this empathic link, the master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.
Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.
Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.
Turn Resistance (Ex): While in its master’s presence, the spirit familiar gains turn resistance equal to the shaman’s level, making it more difficult for other shaman’s to rebuke the spirit.


Familiar
Special


Bat
Master gains a +3 bonus on Listen checks


Cat
Master gains a +3 bonus on Move Silently checks


Hawk
Master gains a +3 bonus on Spot checks in bright light


Lizard
Master gains a +3 bonus on Climb checks


Owl
Master gains a +3 bonus on Spot checks in shadows


Rat
Master gains a +2 bonus on Fortitude saves


Raven(1)
Master gains a +3 bonus on Appraise checks


Snake(2)
Master gains a +3 bonus on Bluff checks


Toad
Master gains +3 hit points


Weasel
Master gains a +2 bonus on Reflex saves


(1)A raven familiar can speak one language of its master’s choice as a supernatural ability.
(2)Tiny viper.

Illiteracy
Like barbarians, shamans do not automatically know how to read and write. A shaman must spend 2 skill points to gain the ability to read and write all languages he is able to speak.
A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had.

Ex-Shamans
A shaman who ceases to venerate the Spirit World, changes to a prohibited alignment, or continually violates his taboos loses all spells and special abilities cannot gain levels as a shaman until he atones (see the atonement spell description). This is also the case for any shaman who gains levels as a padre. Devotion to a particular deity or ethos causes the spirits to reject the shaman, which is one of the reasons that shamans firmly resist conversion to other religions. The nature worship of a druid is compatible with the shaman’s way, however, provided the shaman worships the spirits of nature and not a particular nature deity.

nick_crenshaw
2015-05-29, 01:39 PM
Mystery Man/Woman
Alignment: Any.
Hit Die: d4.
Class Skills: The mystery man’s class skills (and the key ability for each skill) are Build/Repair (Int), Concentration (Con), Deceive( Cha), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level (2 + Int modifier) × 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Table: The Mystery Man


Level
BAB
Fort
Ref
Will
Special
Spells per Day









Spells Known

















0
1
2
3
4
5
6
7
8
9
0
1
2
3
4
5
6
7
8
9


1st
+0
+0
+0
+2
Animal companion
5
3








4
2










2nd
+1
+0
+0
+3

6
4








5
2










3rd
+1
+1
+1
+3

6
5








5
3










4th
+2
+1
+1
+4

6
6
3







6
3
1









5th
+2
+1
+1
+4
Bonus feat
6
6
4







6
4
2









6th
+3
+2
+2
+5

6
6
5
3






7
4
2
1








7th
+3
+2
+2
+5

6
6
6
4






7
5
3
2








8th
+4
+2
+2
+6

6
6
6
5
3





8
5
3
2
1







9th
+4
+3
+3
+6

6
6
6
6
4





8
5
4
3
2







10th
+5
+3
+3
+7
Bonus feat
6
6
6
6
5
3




9
5
4
3
2
1






11th
+5
+3
+3
+7

6
6
6
6
6
4




9
5
5
4
3
2






12th
+6/+1
+4
+4
+8

6
6
6
6
6
5
3



9
5
5
4
3
2
1





13th
+6/+1
+4
+4
+8
A thousand faces
6
6
6
6
6
6
4



9
5
5
4
4
3
2





14th
+7/+2
+4
+4
+9

6
6
6
6
6
6
5
3


9
5
5
4
4
3
2
1




15th
+7/+2
+5
+5
+9
Bonus feat
6
6
6
6
6
6
6
4


9
5
5
4
4
4
3
2




16th
+8/+3
+5
+5
+10

6
6
6
6
6
6
6
5
3

9
5
5
4
4
4
3
2
1



17th
+8/+3
+5
+5
+10
Timeless body
6
6
6
6
6
6
6
6
4

9
5
5
4
4
4
3
3
2



18th
+9/+4
+6
+6
+11

6
6
6
6
6
6
6
6
5
3
9
5
5
4
4
4
3
3
2
1


19th
+9/+4
+6
+6
+11

6
6
6
6
6
6
6
6
6
4
9
5
5
4
4
4
3
3
3
2


20th
+10/+5
+6
+6
+12
Bonus feat
6
6
6
6
6
6
6
6
6
6
9
5
5
4
4
4
3
3
3
3


Class Features
All of the following are class features of the mystery man.

Weapon and Armor Proficiency: Mystery men are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a mystery man’s gestures, which can cause his spells with somatic components to fail.

Spells: A mystery man casts arcane spells which are drawn primarily from the mystery man/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
To learn or cast a spell, a mystery man must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a mystery man’s spell is 10 + the spell level + the mystery man’s Charisma modifier.
Like other spellcasters, a mystery man can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Mystery man. In addition, he receives bonus spells per day if he has a high Charisma score.
A mystery man’s selection of spells is extremely limited. A mystery man begins play knowing four 0—level spells and two 1st—level spells of your choice. At each new mystery man level, he gains one or more new spells, as indicated on Table: Mystery man Spells Known. (Unlike spells per day, the number of spells a mystery man knows is not affected by his Charisma score.) These new spells can be common spells chosen from the mystery man/wizard spell list, or they can be unusual spells that the mystery man has gained some understanding of by study. The mystery man can’t use this method of spell acquisition to learn spells at a faster rate, however.
Upon reaching 4th level, and at every even—numbered mystery man level after that (6th, 8th, and so on), a mystery man can choose to learn a new spell in place of one he already knows. In effect, the mystery man "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest—level mystery man spell the mystery man can cast. A mystery man may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Unlike a wizard or a cleric, a mystery man need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.

Animal Companion (Ex): A druid may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind.
A 1st—level druid’s companion is completely typical for its kind except as noted below. As a druid advances in level, the animal’s power increases as shown on the table. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.
A druid of 4th level or higher may select from alternative lists of animals. Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s druid level and compare the result with the druid level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the druid’s effective level to 0 or lower, she can’t have that animal as a companion.)
The Mystery man’s Animal Companion
A mystery man’s animal companion is different from a normal animal of its kind in many ways. A mystery man’s animal companion is superior to a normal animal of its kind and has special powers, as described below.


Class Level
Bonus HD
Natural Armor Adj.
Str/Dex Adj.
Bonus Tricks
Special


1st-2nd
+0
+0
+0
1
Link, share spells


3rd-5th
+2
+2
+1
2
Evasion


6th-8th
+4
+4
+2
3
Devotion


9th-11th
+6
+6
+3
4
Multiattack


12th-14th
+8
+8
+4
5



15th-17th
+10
+10
+5
6
Improved evasion


18th-20th
+12
+12
+6
7




Animal Companion Basics
Use the base statistics for a creature of the companion’s kind, but make the following changes.
Class Level: The character’s mystery man level. The mystery man’s class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion’s abilities and the alternative lists available to the character.
Bonus HD: Extra eight—sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus is the same as that of 3/4 of the animal’s HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.
Natural Armor Adj.: The number noted here is an improvement to the animal companion’s existing natural armor bonus.
Str/Dex Adj.: Add this value to the animal companion’s Strength and Dexterity scores.
Bonus Tricks: The value given in this column is the total number of "bonus" tricks that the animal knows in addition to any that the mystery man might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The mystery man selects these bonus tricks, and once selected, they can’t be changed.
Link (Ex): A mystery man can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The Mystery man gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): At the Mystery man’s option, she may have any spell (but not any spell—like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the Mystery man before the duration expires.
Additionally, the Mystery man may cast a spell with a target of "You" on her animal companion (as a touch range spell) instead of on herself. A Mystery man and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).
Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Alternative Animal Companions: A Mystery man of sufficiently high level can select her animal companion from one of the following lists, applying the indicated adjustment to the Mystery man’s level (in parentheses) for purposes of determining the companion’s characteristics and special abilities.


4th Level or Higher (Level - 3)
Ape (animal)
Bear, black (animal)
Bison (animal)
Boar (animal)
Cheetah (animal)
Crocodile (animal)(1)
Dire badger
Dire bat
Dire weasel
Leopard (animal)
Lizard, monitor (animal)
Shark, Large(1) (animal)
Snake, constrictor (animal)
Snake, Large viper (animal)
Wolverine (animal)
7th Level or Higher (Level - 6)
Bear, brown (animal)
Dire wolverine
Crocodile, giant (animal)
Deinonychus (dinosaur)
Dire ape
Dire boar
Dire wolf
Elasmosaurus(1) (dinosaur)
Lion (animal)
Rhinoceros (animal)
Snake, Huge viper (animal)
Tiger (animal)
10th Level or Higher (Level - 9)
Bear, polar (animal)
Dire lion
Megaraptor (dinosaur)
Shark, Huge(1) (animal)
Snake, giant constrictor (animal)
Whale, orca(1) (animal)
13th Level or Higher (Level - 12)
Dire bear
Elephant (animal)
Octopus, giant(1) (animal)
16th Level or Higher (Level - 15)
Dire shark(1)
Dire tiger
Squid, giant(1 (animal)
Triceratops (dinosaur)
Tyrannosaurus (dinosaur)
(1) Available only in an aquatic environment.

Bonus Feats: Every five levels, a mystery man gains a bonus feat. This feat must be either a metamagic feat or item creation feat. These feats are in addition to the normal feats granted by the character’s class level. Feats granted by overall class level and the bonus feat gained by human mystery men need not be a metamagic feat or item creation feat (although they can be). The mystery man must still meet the prerequisites of any bonus feat.

A Thousand Faces (Su): At 13th level, a mystery man gains the ability to change her appearance at will, as if using the disguise self spell. This affects the druid’s body but not her possessions. It is not an illusory effect, but a minor physical alteration of the druid’s appearance, within the limits described for the spell.

Timeless Body (Ex): At 17th level, a mystery man no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.

nick_crenshaw
2015-05-30, 01:56 PM
Mad Scientist
Alignment: Any.
Hit Die: d6.
Class Skills: The mad scientist’s class skills (and key ability for each skill) are Build/Repair (Int), Concentration (Con), Chat (Cha), Drive (Dex), Heist (Dex), Intimidate (Cha), Knowledge (any science or technical skills, taken individually), Munitions (Dex), Profession (Wis), Ride (Dex), Senses (Wis), Use Rope (Dex), and Use Steamcraft Device (Int).
Skill Points at 1st Level: (8 + Int modifier) x 4.
Skill Points at Each Additional Level: 8 + Int modifier.
Table: The Mad Scientist


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st
+0
+0
+0
+2
Sabotage, steamcraft creations


2nd
+1
+0
+0
+3
Skill Focus


3rd
+1
+1
+1
+3



4th
+2
+1
+1
+4



5th
+2
+1
+1
+4
Master craftsman +1, steamcraft focus


6th
+3
+2
+2
+5



7th
+3
+2
+2
+5



8th
+4
+2
+2
+6
Skill Focus, master craftsman +2


9th
+4
+3
+3
+6



10th
+5
+3
+3
+7



11th
+5
+3
+3
+7
Master craftsman +3


12th
+6/+1
+4
+4
+8
Steamcraft focus


13th
+6/+1
+4
+4
+8



14th
+7/+2
+4
+4
+9
Skill Focus, master craftsman +4


15th
+7/+2
+5
+5
+9



16th
+8/+3
+5
+5
+10



17th
+8/+3
+5
+5
+10
Master craftsman +5


18th
+9/+4
+6
+6
+11



19th
+9/+4
+6
+6
+11
Steamcraft focus


20th
+10/+5
+6
+6
+12
Skill Focus, master craftsman +6


Class Features
All of the following are class features of the mad scientist.

Weapon and Armor Proficiencies: Mad scientists are proficient with all simple weapons as well as with light armor.

Sabotage (Ex): With the knowledge to build and maintain his tools and equipment for an adventuring lifestyle, a mad scientist also gains the ability to ruin or disable mechanical devices as well. At 1st level, a mad scientist may add his class level as a bonus to any Heist skill check on any non-magical device or mechanism. For example, Rodik is a 5th-level mad scientist and attempts to disarm a trap he has discovered on a locked chest. Since the trap is not magical, he may attempt to break the trigger mechanism without activating the trap’s swinging blade. Since Rodik is a 5th-level mad scientist, he adds a +5 competence bonus to his Heist check to disable the mechanism.
Sabotage may only be used against a single non-magical device per use. For example, if the trap disabled by Rodik was a combination of mechanical and magical, say a swinging blade with a shocking grasp spell set to activate on contact, Rodik could only disarm the mechanical portion of the trap—the swinging blade. If successful, the blade will not activate, but the spell effect placed on the blade will remain. In the case of a multi-effect mechanical trap or device, Rodik could only attempt to disable one effect per use. For example, Rodik may disable the moving mechanism of a siege weapon to hinder its movement, but until it is disabled as well, the firing mechanism will still function.
Mad scientists can disarm complex mechanical traps and devices with Disable Device DCs higher than 20, just like rogues.

Steamcraft Creations (Ex): With extensive research into exotic technologies and unusual techniques, a mad scientist can create new non-magic steamcraft items, weapons, and armor. Beginning at 1st level, a mad scientist can construct any of the new non-magic steamcraft items described in Chapter 4 subject to available resources.

Bonus Skill Focus: Beginning at 2nd level and every six levels thereafter (8th, 14th, and 20th), a mad scientist gains a bonus Skill Focus feat for free. This bonus Skill Focus feat must be used with one of the mad scientist’s class skills. A new skill must be selected each time a bonus Skill Focus feat is gained.
Master Craftsman (Ex): With a life of training and experimentation, a mad scientist develops the skills to repair broken items and to temporarily improve the quality of ordinary items, weapons, and armor. Beginning at 5th level and improving by +1 every three levels after that (+2 at 8th, +3 at 11th, +4 at 14th, and +5 at 17th, +6 at 20th), a mad scientist gains the ability to temporarily improve normal items, weapons, and armor to masterwork quality with the appropriate Build/Repair skills. To do so, a mad scientist must complete the following:

Find the item’s price or have a price set by the DM.
Convert the item’s price to silver pieces (1 gp = 10 sp).
Find the DC listed under the Build/Repair skill (PHB, Skills).
Pay one-fourth (rounded up) of the item’s price in raw materials.
Make a Build/Repair skill check representing three days work.
If the check is successful, multiply the check result by the set DC. If the result multiplied by the DC equals the total cost of the item in silver pieces, then the mad scientist has completed the item. If the result of the Build/Repair check equals double or triple the price of the item in silver pieces, the task is completed in one-half or one-third of the usual time. If the result does not equal the price, then it represents the progress made for three days of work. The mad scientist records this result and makes another Build/Repair skill check for the next three days of work. This process continues until the result reaches the price of the item in silver pieces.
For example, Rodik wishes to modify his ally’s longsword, creating a temporary masterwork item. To do so, the DM sets the price of the longsword at 15 gp. Next, the price is converted into silver pieces (150 sp). The DC for a longsword is set at 15. The player pays one-fourth of the total cost in raw materials, rounded up (4 gp). Finally the player makes a Build/Repair (weaponsmithing) check and receives a check result of 20. Since the check exceeded the DC, the player multiplies the result by the DC for a total of 300 (20 x 15 = 300). Since the total is double the total cost in silver pieces, Rodik has completed the work in a day and a half, instead of three days.
Unlike a typical Build/Repair check, this process allows a mad scientist to create a temporary masterwork item. If successful, the item considered to be masterwork quality and remains so until one of the following situations occurs:

The item takes a critical hit during combat.
The character wearing the item suffers a successful critical hit in combat.
A character using the item for an attack roll of skill check rolls a natural 1.
A mad scientist with an improved bonus in this ability (+2, +3, etc.) can modify items to gain the listed enhancement bonus. The item also gains additional protection from critical hits and failures. For example, a temporary masterwork weapon created by a mad scientist with a +2 modifier in the master craftsman ability gains a +2 enhancement bonus (rather than the standard +1 bonus) and may withstand one critical hit or failure without losing its temporary masterwork quality.
It is also important to note that temporary masterwork items may not be modified by magical enhancements like normal masterwork items, as the temporary modifications made to the item cannot withstand the magical enchantment process.

[B]Steamcraft Focus: Through trial, error, and experience a mad scientist develops a keen talent for the construction of steamcraft items. Beginning at 5th level and every seven levels thereafter (12th and 19th), a mad scientist may select one type of steamcraft device (weapons, armor, vehicles, or general). Any steamcraft device of that type constructed by the mad scientist costs only one-fourth of the total costs in raw materials and is considered a masterwork item.

nick_crenshaw
2015-05-30, 02:49 PM
Colonial Feats
Able Learner [Racial]
You have a great aptitude for learning.
Prerequisite: Human or doppelganger.
Benefit: All skill ranks cost 1 skill point for you to purchase, even if the skill is cross-class for you. The maximum number of ranks you can purchase in a cross-class skill remains the same.
This feat does not affect the skill point cost to learn a language or to gain literacy (for a barbarian or other illiterate character).
Normal: Cross-class skills cost 2 skill points per rank.
Special: This feat may only be taken at 1st level.

Ancestral Knowledge [Racial]
You have a strong connection to the ancestors of your clan, giving you understanding and knowledge beyond the mortal realms.
Prerequisites: Dwarf, Wis 15.
Benefit: You can make any Knowledge check untrained, even if the DC is higher than 10. In addition, you can use your Wisdom modifier for any Knowledge check in place of your Intelligence modifier.
Normal: A character can only make untrained Knowledge checks if the DC is 10 or lower, and Knowledge skills are Intelligence-based.

Battle Hardened [Racial]
Your extensive battle experience has left you incredibly calm and composed, even in the heat of battle.
Prerequisites: Dwarf, base attack bonus +4.
Benefit: You receive a +4 bonus on saving throws against fear effects. You also gain a +2 bonus on initiative checks.

Channeled Rage [Racial]
You can focus your rage to counter charms and compulsions.
Prerequisites: Half-orc, ability to rage.
Benefit: You may spend one of your daily uses of rage as an immediate action to add your Strength bonus on a Will saving throw.

Clan Prestige [Racial]
Your actions have brought you some measure of fame and respect from your clan, whether from battle prowess or years of service to the clan.
Prerequisites: Dwarf, Cha 13.
Benefit: Your prestigious actions grant you a +4 bonus on all Charisma-based skill checks when dealing with other members of your clan. The clan must be specified when the feat is taken, and it cannot be changed.
Special: This feat is applicable to one clan only, typically the one with which the character is affiliated. It cannot be taken more than once.

Complementary Insight [Racial]
You get more out of having skills that work well together.
Prerequisite: Half-elf.
Benefit: Having 5 or more ranks in a skill gives you a +3 bonus on skill checks with each of its synergistic skills, as noted in the skill description.
Normal: Synergistic skills provide a +2 bonus on skill checks.

Diverse Background [Racial]
You have a wide and diverse background, giving you a greater understanding of different occupations.
Prerequisite: Half-human.
Benefit: Choose one class. That class is also a favored class for you.
Special: This feat may only be taken at 1st level.

Fearless Destiny [Racial]
Your grand destiny allows you to avoid death.
Prerequisites: Human or half-human, Heroic Destiny, character level 6th.
Benefit: Once per day, any effect that would reduce you to –10 hit points or fewer instead reduces you to –9 hit points and leaves you in a stable condition.
Effects that kill you without reducing you to –10 hit points (such as death effects or disintegrate) function normally.

Gnome Foe Killer [Racial]
Your battle techniques against your racial foes improve.
Prerequisite: Gnome.
Benefit: You gain a +2 racial bonus on weapon damage rolls against kobolds and goblinoids (including goblins, hobgoblins, and bugbears).

Heroic Destiny [Racial]
You have a destiny to fulfill.
Prerequisite: Human or half-human.
Benefit: Once per day, before you make an attack roll, ability check, skill check, saving throw, or caster level check, you may roll 1d6 and add it as a bonus on the roll, check, or save.

Human Heritage [Racial]
Your human heritage is more prominent than in others of your kind.
Prerequisite: Half-human race or human-descended race.
Benefit: You are treated as a humanoid with the human subtype for the purpose of adjudicating all effects. If you are not a humanoid, your type changes to humanoid and you gain the human subtype. If you are already a humanoid, you gain the human subtype. In either case, you retain any other subtypes you had (such as orc or extraplanar), and you retain any traits common to all creatures of your original type (such as darkvision).
You gain 4 additional skill points.
Special: This feat may only be taken at 1st level.

Menacing Demeanor [Racial]
You can tap into your savage heritage to improve your intimidation techniques.
Prerequisite: Orc blood or orc subtype.
Benefit: You gain a +4 bonus on Intimidate checks.

Pierce the Darkness [Divine]
You can channel positive energy to temporarily increase the range of your darkvision.
Prerequisites: Ability to turn undead, darkvision.
Benefit: As a standard action, spend one of your turn undead attempts to double the range of your darkvision. This increase lasts for a number of minutes equal to your character level.

Protected Destiny [Racial]
Your heroic destiny is guarded against the whims of misfortune.
Prerequisites: Human or half-human, Heroic Destiny, character level 3rd.
Benefit: Once per day, if you roll a natural 1 on a saving throw, you may reroll the save.

Resourceful Buyer
You know where to look in a community for anything you need.
Benefit: Whenever you are buying goods, the community you’re in is treated as one category larger for the purpose of determining the community’s gold piece limit on the most expensive item available (see Table 5–2: Random Town Generation, page 137 of the Dungeon Master’s Guide). For example, when you are in a village, the gold piece limit on the most expensive item available to you is 800 gp rather than 200 gp.
Special: This benefit doesn’t stack with any other effect that grants a similar benefit.

Shaped Splash [Racial]
Your expertise with thrown weapons enables you to use splash weapons more effectively.
Prerequisites: Half ling, Dex 13, base attack bonus +1.
Benefit: If you throw a splash weapon and it hits the creature you target, you can immediately make a second attack against any creature adjacent to the first. If the second attack succeeds, the secondary target also takes direct hit damage from the thrown

Sociable Personality [Racial]
You are adroit at avoiding social gaffes.
Prerequisites: Half-elf, Cha 13.
Benefit: You may reroll any Diplomacy or Gather Information checks. You must take the result of the reroll, even if it’s worse than the original roll.

Stable Footing [Racial]
Because of your training and wariness, you are skilled at keeping your feet in combat and able to move over difficult terrain with ease.
Prerequisite: Dwarf.
Benefit: You gain a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). In addition, you take no movement penalties for moving over difficult terrain.

Gray Runner Feats
Air Bloodline [Bloodline]
One of your ancestors was a creature of elemental air. Beings associated with this element come in an almost endless variety and your characteristics might vary with the type of elemental creature from which you descend. Regardless of your exact ancestry, you are likely to have blue eyes and wild, unkempt hair.
The descendants of cloud giants tend to be tall, loud, and often arrogant, but they have a strong appreciation for beauty. Characters with storm giant ancestors, on the other hand, tend toward gentleness and tolerance, but they can display violent tempers when provoked. Descendants of elemental flying creatures display a predatory nature in their movements and behavior, always preferring to keep the advantage of height and distance when dealing with others. Dust mephits produce skinny, morbid descendants; air mephits pass along their lively nature; and ice mephits lend their aloof and distant manner to posterity.
Restless and moody, sorcerers with the Air Bloodline feat often adventure just to move. They might seem apathetic at times, but they can surprise others with quick emotional displays. Such characters tend to be impatient when others want to be still, and they enjoy spending long periods of time in debate.
Prerequisite: Ability to cast arcane spells without preparation.
Benefit: Your ancestry gives you a bonus spell known at each spell level, starting at 1st, according to the following list.

1st—Obscuring mist
2nd—Gust of wind
3rd—Wind wall
4th—Shout
5th—Telekinesis
6th—Control winds
7th—Ethereal jaunt
8th—Summon monster VIII (elementals and outsiders with the air subtype only)
9th—FreedomSpecial: If a character takes this feat any time after 1st level and has already learned any of the spells on this list in the class that granted him access to this feat, he gains no additional spells known at those spell levels. This restriction does not apply if he

Arcane Kinship [Bloodline]
Creatures with a similar ancestry sense your kinship, and they react to you more positively.
Prerequisites: Any bloodline feat, ability to cast 3rd-level arcane spells
Benefit: You gain a +4 racial bonus on Chat checks with intelligent creatures that share your heritage. For example, a character with the Air Bloodline feat would gain the benefits of this feat when interacting with creatures of the air subtype, and she might also gain benefit from this feat when interacting with flying creatures.

Earth Bloodline [Bloodline]
You are descended from a creature of elemental earth. Your heritage probably stems from one of the humanoid-shaped beings from the Elemental Plane of Earth, although elemental earth creatures native to the Material Plane can contribute this bloodline as well. Regardless of the exact earth creature in your ancestry, you probably have a hardy, solid-looking body and dark coloration, and you might even exude an earthy smell.
Stone giants produce long, lean descendants who tend to be shy but playful. The progeny of earth mephits are generally stubborn, while those of salt mephits are often gifted with a sarcastic wit. Characters with gargoyle blood tend to be territorial and prone to violence, especially when it comes to protecting what is theirs.
Some would say that sorcerers with the Earth Bloodline feat are unchanging, but this assessment is not entirely true. Rather, they are slow to change—not to mention tough, determined, and unwavering in their goals. They generally enjoy being underground, so they like to delve into dungeons and other subterranean locales.
Prerequisites: Ability to cast arcane spells without preparation.
Benefit: Your ancestry gives you a bonus spell known at each spell level, starting at 1st, according to the following list.

1st—Enlarge person
2nd—Shatter
3rd—Keen edge
4th—Stone shape
5th—Transmute mud to rock
6th—Move earth
7th—Statue
8th—Iron body
9th—Summon monster IX (elementals and outsiders with the earth subtype only)Special: If a character takes this feat any time after 1st level and has already learned any of the spells on this list in the class that granted her access to this feat, she gains no additional spells known at those spell levels. This restriction does not apply if she learned any of these spells as a member of another spellcasting class.
Characters with this feat cannot learn or cast spells with the air descriptor, and all such spells are removed from the spell lists of all their spellcasting classes.

Fey Bloodline [Bloodline]
One of your ancestors was a fey creature, or was raised as such. Fey sometimes take humanoid mates or capture children and raise them as their own. Fey-blooded characters vary greatly in appearance but most have some odd feature that marks them, such as a strange eye or hair color.
The heirs of dryads are often quite shy but they possess quick minds and an earthy beauty. Grig-blooded characters are mischievous and lighthearted, while those with pixie blood are prone to take their pranks too far. Characters with nixie blood are suspicious beings who tend to avoid strangers but remain fiercely loyal to places or persons they love.
Sorcerers with fey blood often have changing, fickle natures. They are quick to laugh and play tricks, but slow to forgive or forget slights. They adventure primarily out of a sense of alienation, seeking some place or group to which they can belong. They are fond of spells that deceive and manipulate emotions, such as charm person.
Prerequisites: Ability to cast arcane spells without preparation.
Benefit: Your ancestry grants you a bonus spell known at each spell level, starting at 1st, according to the following list.

1st—Detect secret doors
2nd—Glitterdust
3rd—Tongues
4th—Hallucinatory terrain
5th—Seeming
6th—Mislead
7th—Sequester
8th—Otto's irresistible dance
9th—Wail of the bansheeSpecial: If a character takes this feat any time after 1st level and has already learned any of the spells on this list in the class that granted him access to this feat, he gains no additional spells known at those spell levels. This restriction does not apply if he learned any of these spells as a member of another spellcasting class.
Although folklore often associates fey creatures with the spirits of the dead, this belief could not be further from the truth—in fact, all fey are inherently bound to life. Thus, characters with the Fey Bloodline feat cannot learn or cast spells that create or control undead, and all such spells are removed from the spell lists of all their spellcasting classes.

Fey's Fate [Bloodline]
You are touched by the luck of your ancestors.
Prerequisites: Fey Bloodline, ability to cast 2nd-level arcane spells.
Benefit: You get a +1 luck bonus on all saving throws.

Fire Bloodline [Bloodline]
One of your ancestors was a creature of elemental fire. Your physical characteristics might vary with the type of elemental creature from which you are descended, but you're likely to have wild red or coal-black hair and either smoky gray or golden eyes. Your heritage probably stems from one of the humanoid-shaped beings from the Elemental Plane of Fire, although elemental fire creatures native to the Material Plane can contribute this bloodline as well.
The descendants of azers see fire as a tool, and they love crafts that control the power of flame. They tend to prefer a regimented life and usually keep their destructive natures in tight check, although they are no less dangerous because of that forbearance. The descendants of fire mephits have a mischievous nature and enjoy destructive pranks, while characters with steam mephits in their ancestry consider themselves above such behavior and often look down on others with considerable arrogance. Fire giant spawn can be ruthless in achieving their goals, and even others with fire blood see them as brutal. None, however, can be as cruel as the descendants of salamanders.
Usually hot-tempered and unpredictable, characters with the Fire Bloodline feat can also be passionate, egotistical, and unusually prone to destructive behavior. They usually adventure for a chance at personal gain and glory. Fire holds a primal fascination and fear for most creatures, and scions of this bloodline use that to their advantage, often choosing mind-affecting spells to supplement their preferred destructive flame spells.
Prerequisites: Ability to cast arcane spells without preparation.
Benefit: Your ancestry gives you a bonus spell known at each spell level, starting at 1st, according to the following list.

1st—Hypnotism
2nd—Pyrotechnics
3rd—Tongues*
4th—Fire shield
5th—Cloudkill**
6th—Summon monster VI (elementals and outsiders with the fire subtype only)
7th—Delayed blast fireball
8th—Sunburst
9th—Meteor swarm*The subject's tongue resembles a tongue of flame.
**The fog produced has a smoky smell and quality.
Special: If a character takes this feat any time after 1st level and has already learned any of the spells on this list in the class that granted him access to this feat, he gains no additional spells known at those spell levels. This restriction does not apply if he learned any of these spells as a member of another spellcasting class.
Characters with this feat cannot learn or cast spells with the water descriptor, and all such spells are removed from the spell lists of all their spellcasting classes.

Fire Fleet [Bloodline]
Wildfire moves quickly, and so can you.
Prerequisites: Fire Bloodline, ability to cast 2ndlevel or higher arcane spells.
Benefit: Your base speed increases by 10 feet.

Friend of the Earth [Bloodline]
Your deep affinity for the earth enables you to move across it with greater ease than others.
Prerequisites: Earth Bloodline, ability to cast 2ndlevel or higher arcane spells.
Benefit: You gain a +3 circumstance bonus on Climb and Tumble checks when in contact with stone or earthen surfaces.

Kin Mastery [Bloodline]
You can channel the energies of your arcane bloodline to turn or rebuke creatures with which you share a common heritage.
Prerequisites: Any bloodline feat, ability to cast 3rdlevel arcane spells.
Benefit: Once per day, you may turn or rebuke creatures of the same kind as your bloodline ancestor as a cleric of 1/2 your level in the arcane spellcasting class that granted you access to your base bloodline feat. You may choose to either turn or rebuke such creatures upon taking this feat, but you cannot later change that decision.
Special: You may take this feat more than once. Each time you take it after the first, you gain an extra use per day of your chosen turning ability.

Mountain Warrior [General]
You are adept at fighting on the uneven ground of mountainous terrain.
Prerequisites: Survival 5 ranks, base attack bonus +3.
Benefit: When you make a melee attack from higher ground than your opponent, you gain a +1 bonus on your damage roll. When you make a ranged attack from higher ground than your target, you gain a +1 bonus on your attack roll.
When an opponent attacks you in melee from higher ground, the opponent does not gain a +1 bonus on its attack roll.
You gain a +2 bonus on all Balance checks made when moving on steep slopes.
Normal: A character who makes melee attacks from higher ground gains a +1 bonus on attack rolls. Ranged attacks made from higher ground do not receive any bonus.

Plant Bloodline [Bloodline]
One of your ancestors had an unusually close tie to the natural world. Possibly the rarest of ancestries, only the most powerful Spellcasters or deities can cause the melding of plants and animals.
Plant-blooded creatures tend to have brown skin and green eyes, and they generally act more patiently and quietly than their peers. Scions of flowering plants are often beautiful and vain, in love with bright colors and prone to extravagance. Those who descend from vines have long thin bodies with tangled masses of hair and combative dispositions. Fungal descendants tend toward pale skin and hair tones, preferring sedentary lives and dark, cool places. Tree-blooded creatures stand taller than their peers and have quiet but friendly personalities, content with deep thoughts and slow actions.
Sorcerers with plants in their ancestry prefer spells that manipulate themselves or the environment around them to protect or grow life.
Prerequisites: Ability to cast arcane spells without preparation.
Benefit: Your ancestry gives you a bonus spell known at each spell level, starting at 1st, from the following list.

1st—Endure elements
2nd—False life
3rd—Water breathing
4th—Minor creation
5th—Transmute rock to mud
6th—Control water
7th—Control weather
8th—Control plants
9th—ImprisonmentSpecial: If a character takes this feat any time after 1st level and has already learned any of the spells on this list in the class to which she applies this feat, she gains no additional spells known at those spell levels. This restriction does not apply if she learned any of these spells as a member of another spellcasting class.
In almost every culture, plants and growing things represent life and growth. Thus, characters who possess this life-centered bloodline cannot learn or cast spells with the death descriptor, and all such spells are removed from the spell lists of all their spellcasting classes.

Power in the Blood [Bloodline]
You can call on your arcane heritage to cast one additional spell per day.
Prerequisites: Any bloodline feat, ability to cast 3rdlevel arcane spells.
Benefit: You may cast one additional spell per day, over and above your allotment for the class that qualified you for your base bloodline feat. The additional spell must be one granted by that bloodline feat.

Rapid Metamagic
You possess an uncanny mastery of your magic, enabling you to modify spells on the fly much faster than others can.
Prerequisites: Spellcraft 12 ranks, ability to spontaneously cast spells.
Benefit: When you apply a metamagic feat to a spontaneously cast spell, the spell takes only its normal casting time.
Normal: Spontaneous casters applying metamagic must either take a full-round action (if the spell normally requires a standard action or less) or add a full-round action to the casting time (if the spell takes 1 full round or longer to cast).

Spellcasting Prodigy [General]
You have an exceptional gift for magic.
Benefit: For the purpose of determining bonus spells, treat the ability score that controls your spellcasting (Charisma for bards and sorcerers, Wisdom for divine spellcasters, or Intelligence for wizards) as 2 points higher than its actual value.
Special: You can gain Spellcasting Prodigy multiple times. Each time you take the feat, it applies to a different spellcasting ability score. You can take this feat even if you don’t have any levels in a spellcasting class yet.
You may select this feat only as a 1st-level character.

Water Bloodline [Bloodline]
You have a creature of elemental water as an ancestor. Your physical characteristics might vary with the type of elemental creature from which you are descended, but you're likely to have blue, green, or white coloration. Water blood stems both from planar elemental beings and creatures native to the Material Plane that have a strong affinity for water.
Triton spawn often seem well meaning but distant. Characters who can trace their water heritage directly to a being from the Elemental Plane of Water, however, can seem downright cold to others.
Water-blooded characters adventure for a number of reasons, but they all seem driven to go forward, go deeper, and overcome any obstacles in their paths. Some deep-seated instinct teaches them to be aware of what's going on around them, since death can come from any direction underwater. Since fluids are so adaptable, characters with this bloodline are fond of spells that deal with change.
Prerequisites: Ability to cast arcane spells without preparation.
Benefit: Your ancestry gives you a bonus spell known at each spell level, starting at 1st, according to the following list.

1st—Expeditious retreat
2nd—Fog cloud
3rd—Water breathing
4th—Quench
5th—Transmute rock to mud
6th—Otiluke'sfreezing sphere
7th—Control weather
8th—Summon monster VIII (elementals and outsiders with the water subtype)
9th—Elemental swarm (water elementals only)Special: If a character takes this feat any time after 1st level and has already learned any of the spells on this list in the class that granted him access to this feat, he gains no additional spells known at those spell levels. This restriction does not apply if he learned any of these spells as a member of another spellcasting class.
Characters with Water Bloodline cannot learn or cast spells with the fire descriptor, and all such spells are removed from the spell lists of all their
spellcasting classes.

Voice of Winds [Bloodline]
Your affinity for the air affects your speaking voice. When you wish it, your voice changes to reflect an amazing range of emotion. It can sound as kind and soothing as a gentle breeze, or as powerful and frightening as a howling storm.
Prerequisites: Air Bloodline, ability to cast 2ndlevel or higher arcane spells.
Benefit: You gain a +2 on Chat and Intimidate checks made when speaking to others. This bonus applies even if the listeners do not understand the language you are speaking.

Waterborn [Bloodline]
You were born to move though the water.
Prerequisites: Water Bloodline, ability to cast 2ndlevel or higher arcane spells.
Benefit: You gain a +4 bonus on Athletics checks to swim.

Other Feats
Dead Eye
Your precision with ranged weapons translates into more telling strikes than you could normally make.
Prerequisite: Dex 13+, base attack bonus +1, Point Blank Shot, Weapon Focus (any ranged weapon).
Benefit: You may add your Dexterity bonus to all damage rolls made with ranged weapons for which you have the Weapon Focus feat, so long as the target is within 30 feet.
Special: Dead Eye does not increase the damage dealt to creatures that are immune to critical hits.

Delay Potion
You can drink a potion and postpone its effects.
Prerequisite: Knowledge (arcana) 1 rank.
Benefit: You can drink a potion and delay its effects for a number of hours equal to your Constitution modifier (minimum 1 hour). At any time during this period, you can activate the potion’s effect as a swift action. If the duration expires before you activate the potion, it is wasted.
You can delay only one potion at a time. You must activate a delayed potion before you can choose to delay another one.

Earth Adept [General]
You are in tune with the ground at your feet, making you more dangerous in the shifting conditions of combat.
Prerequisites: Con 13, Wis 13, Earth Sense.
Benefit: You gain a +1 bonus on weapon damage rolls if both you and your foe are touching the ground.

Earth Master [General]
You are in tune with the ground at your feet, helping you anticipate your opponent’s movements in combat.
Prerequisites: Con 13, Wis 13, Earth Adept, Earth Sense.
Benefit: You gain a +1 bonus on attack rolls if both you and your foe are touching the ground.

Earth Sense [General]
You are in tune with the earth beneath you.
Prerequisites: Con 13, Wis 13.
Benefit: As long as you are touching the ground, you can take a move action to sense the number of creatures within 20 feet that are also touching the ground and the direction to each one. You cannot pinpoint the location of any creature with this feat.
Special: Creatures with the air or aquatic subtype may not select this feat.

Earth Spell [General]
You draw magical power from the earth beneath your feet.
Prerequisites: Con 13, Wis 13, Earth Sense, Heighten Spell.
Benefit: As long as you are standing on stone or unworked earth (including normal soil), you can use the Heighten Spell feat to added effect. If you cast a spell using a spell slot one level higher than the spell’s actual level, the spell is treated as a spell of two levels higher and your effective caster level is increased by one. If you use a spell slot two levels higher, the spell is treated as three levels higher and your effective caster level is increased by two, and so on.
You cannot gain the benefit of this feat when casting a spell with the air, fi re, or water descriptor.

Find Hole
Your most telling blows slam home with greater frequency.
Prerequisites: Proficient with weapon, Improved Critical (any weapon), base attack bonus +8 or higher.
Benefit: You may add +2 to your roll to confirm a critical hit.

Fury’s Focus
Your rage grants you extra speed in combat.
Prerequisites: Ability to rage.
Benefit: While raging, you may add an extra 10 feet to your base speed.

Goad [General]
You are skilled at inducing opponents to attack you.
Prerequisites: Cha 13, base attack bonus +1.
Benefit: As a move action, you may goad an opponent that threatens you, has line of sight to you, can hear you, and has an Intelligence of 3 or higher. (The effect is a mind-affecting ability.) When the goaded opponent starts its next turn, if it threatens you and has line of sight to you, it must make a Will saving throw (DC 10 + 1/2 your character level + your Cha modifier). If the opponent fails its save, you are the only creature it can make melee attacks against during this turn. (If it kills you, knocks you unconscious, loses sight of you, or otherwise is unable to make melee attacks against you, it may make any remaining melee attacks against other foes, as normal.) A goaded creature can still cast spells, make ranged attacks, move, or perform other actions normally. The use of this feat restricts only melee attacks.
Special: A gunfighter may select Goad as one of his gunfighter bonus feats.

Magical Artisan [General]
You have mastered the method of creating a certain kind of magic item.
Prerequisite: Any item creation feat.
Benefit: Choose one item creation feat that you possess. When you make an item with that feat, you pay only 75% of the normal cost to create the item.
Special: You may gain Magical Artisan multiple times. Each time you take the feat, it applies to a new item creation feat.

Master Linguist
You have a broad knowledge of language.
Prerequisite: Ability to speak four or more languages.
Benefit: Each time you gain a level, including the level at which you select this feat, you learn a new language (as if you had spent 1 skill point on the Speak Language skill).

Ranged Recall
Your magical ranged attacks rarely miss.
Prerequisites: Spellcraft 4 ranks, Point Blank Shot, Weapon Focus (ranged spell).
Benefit: When you miss with a spell or spell-like ability ranged attack against a target within 30 feet, you can spend a swift action to reroll the attack with a –5 penalty. You can use this ability three times per day.

Reactive Counterspell [General]
You can react quickly to counter spells cast by opponents.
Prerequisites: Improved Counterspell, Improved Initiative.
Benefit: Once per round, you can counterspell an opponent’s spell even if you have not readied an action to do so. This counterspell action takes the place of your next turn. You can’t use this feat when you are flat-footed.
Normal: Without this feat, you must ready an action each round that you wish to use a counterspell.

Reckless Rage [General]
You are considered extreme even among other barbaric warriors, and you enter a deeper state of rage than others.
Prerequisites: Con 13, rage ability.
Benefit: Whenever you activate your rage ability, you take an additional –2 penalty to your Armor Class, but you gain an additional +2 bonus to Strength and Constitution. These bonuses and penalties stack with the effects of rage, greater rage, and mighty rage.

Residual Magic [Tactical]
You can use the lingering energy from a spell you cast to boost the effect of a later spell.
Prerequisites: Spellcraft 12 ranks, any metamagic feat.
Benefit: The Residual Magic feat allows the use of two tactical maneuvers.
Enduring Potency: If you cast a spell from your daily allotment of spells, then cast the same spell from a scroll or wand in the next round, you can treat the second casting as if it had come from your daily allotment of spells for the purpose of caster level, save DC, and any other effect of the spell.
For example, if Hennet the 10th-level sorcerer casts magic missile, then activates a wand of magic missile (caster level 5th) in the next round, he can treat the wand's magic missile as if he had cast it (giving him a greater range, number of missiles, and so forth).
Lingering Metamagic: If you cast a spell affected by one or more metamagic feats, and then cast the same spell in the next round, you can apply any one of the metamagic effects from the first casting to the second casting, but without any change to the spell's level. The second spell doesn't count as being affected by a metamagic feat for the purpose of this benefit (that is, it doesn't entitle you to apply the metamagic feat to a spell you might cast in the following round). Only spells you cast using your own metamagic feats (as opposed to metamagic effects from magic items) allow this option to function.
For example, if Hennet uses a 5th-level slot to cast an empowered lightning bolt, in the next round he can use a 3rdlevel slot to cast another empowered lightning bolt. If the first spell was a silent empowered lightning bolt, he could apply the effect of either Silent Spell or Empower Spell to the second casting of lightning bolt, but not both.

Retributive Spell [Metamagic]
You can keep a spell in reserve to use when a foe causes you harm.
Benefit: When you cast a spell modified by this metamagic feat, the spell has no immediate effect. Any time you are dealt damage by a melee attack during the next 24 hours (or until you next prepare or ready your spells), you can choose to cast the spell on that attacker as an immediate action. Once activated, a retributive spell disappears (it can only affect one attacker).
You can apply this feat only to a spell that targets a creature. A retributive spell can target only the attacker that triggered it, even if the spell would normally allow you to target multiple creatures.
You can have only one retributive spell cast at a time. Casting a second retributive spell cancels the first (eliminating it with no effect). If you prepare or ready spells while you have a retributive spell cast, the spell dissipates with no effect.
A retributive spell uses up a spell slot one level higher than the spell's actual level.

Smatterings
You have a talent for acquiring languages—at least enough of each one to get by.
Prerequisite: Int 13.
Benefit: You can learn enough of a language to ask and understand simple questions, explanations, and instructions. This benefit only applies to verbal communication. After 2d6 days of listening to a new language, you know enough to ask simple questions and to follow simple directions. Upon every future encounter with this language, you need only 1d4 days to regain that knowledge.

Somatic Weaponry
You are adept at performing somatic spell components while your hands are occupied.
Prerequisites: Concentration 5 ranks, Spellcraft 5 ranks.
Benefit: When wielding a weapon (or holding an item of comparable size) in one or both hands, you can use that item to trace the somatic component of a spell, rather than using your fingers. This allows you to cast spells with somatic components even while your hands are full or occupied, as long as at least one hand is holding an item of proper size.
This feat doesn't allow you to use somatic components while grappling, regardless of the size of your foe.
Normal: You must have a hand free to cast spells that have somatic components.

Steady Concentration [General]
You are an expert at avoiding distractions and focusing your mind, and you can concentrate clearly even in the most stressful conditions.
Prerequisite: Concentration 8 ranks.
Benefit: You can always take 10 on Concentration checks, even when conditions would not normally allow you to do so.
Normal: A character cannot take 10 on any skill check if distracted or threatened, such as during combat.

Stone Rage [General]
Your bond with the earth and tough hide makes it easier for you to shrug off blows while you are raging.
Prerequisites: Con 13, Wis 13, Earth Sense, rage ability.
Benefit: As long as you are touching the ground when you begin your rage, you gain a +1 enhancement bonus to natural armor for the duration of the rage.

nick_crenshaw
2015-05-30, 04:33 PM
Ghost Shirt Warrior
Hit Die: d10
Requirements
Base Attack Bonus: +5.
Feat: Combat Casting.
Spellcasting: Must be able to cast 1st-level divine spells, including at least one abjuration spell.
Special: Must be proficient with at least one martial weapon.
Class Skills: The ghost shirt warrior’s class skills (and the key ability for each skill) are Athletics (Str or Dex), Build/Repair (Int), Concentration (Con), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Ride (Dex), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
Table: The Ghost Shirt Warrior


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
[ Spellcasting/td]


[td] 1st
+1
+0
+0
+2
Abjurant armor, extended abjuration
+1 level of existing divine spellcasting class


2nd
+2
+0
+0

Swift abjuration
+1 level of existing divine spellcasting class


3rd
+3
+1
+1
+3

+1 level of existing divine spellcasting class


4th
+4
+1
+1
+4
Arcane boost
+1 level of existing divine spellcasting class


5th
+5
+1
+1
+4
Martial arcanist
+1 level of existing divine spellcasting class


Class Features
As an ghost shirt warrior, your abilities are focused on melding divine defenses and martial offense into a deadly alloy, a fierce combination of techniques that allow you to overpower or outlast your foes. You are also skilled in utilizing your abilities separately, casting spells or wielding weapons as other classes do.

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming an abjurant champion, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Abjurant Armor (Su): Any time you cast an abjuration spell that grants you an armor bonus or shield bonus to AC, you can increase the value of the bonus by your ghost shirt warrior class level. Ghost shirt warriors rely on mage armor, shield, and similar spells instead of actual armor.

Extended Abjuration (Su): You depend on your abjuration spells to protect you in combat. Double the duration of abjuration spells you cast, as if you had applied the Extend Spell feat to them (but without any change in level or casting time).

Swift Abjuration (Su): Beginning at 2nd level, you can cast abjuration spells as a swift action, as if you had applied the Quicken Spell feat to them (but without any change in level). The maximum level of spell you can quicken in this way is equal to 1/2 your class level (rounded up).

Arcane Boost (Su): Beginning at 4th level, you gain the ability to burn arcane energy to empower your martial abilities. As a swift action, you can spend one of your uncast spells or spell slots to grant yourself one of the following insight bonuses for 1 round.

Bonus on attack rolls equal to the spell's level.
Bonus on weapon damage rolls equal to twice the spell's level.
Bonus to AC equal to the spell's level.
Bonus on saving throws equal to the spell's level.
Resistance to acid, cold, electricity, fire, and sonic equal to 5 × the spell's level.
Martial Arcanist (Ex): At 5th level, you master the art of combining your militant and mystical training. From this point on, your caster level in a chosen arcane spellcasting class is equal to your base attack bonus (unless it would otherwise be higher). For example, a 7th-level fighter/1st-level wizard/5th-level ghost shirt warrior has a base attack bonus of +12 (and thus a caster level of 12th). You can apply this benefit to only one arcane class to which you have added spellcasting levels by your advancement as an ghost shirt warrior.

Debihuman
2015-05-31, 11:16 AM
I noticed a few copy/paste errors and a few syntax errors ("an mad scientist" crops up a few times).

I''m not a fan of the Abjurant Champion. Not only doesn't it have any Wild West feeling, but also the base classes that qualify for this prestige class can't make full use of it.

Note: Entropic shield is both divine and abjuration spell (and it is first level), but mage armor is strictly an arcane spell and divine spellcasters do not have access to it. Resistance is a 0-level divine abjuration spell as well. Divine casters have access to all spells on the list so calling out for a abjuration spell isn't necessary. BTW, the original abjurant champion had a prerequisite of arcane spellcasting which is why an abjuration spell requirement made sense. It doesn't work well as a divine prestige class.
Debby

nick_crenshaw
2015-06-02, 04:59 PM
Spell Lists
Mystery Man/Woman Spell List
0-Level Mystery Man/Woman Spells (Cantrips)

Arcane Mark: Inscribes a personal rune (visible or invisible).
Cure Minor Wounds: Cures 1 point of damage.
Dancing Lights: Creates torches or other lights.
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Flare: Dazzles one creature (-1 on attack rolls).
Ghost Sound: Figment sounds.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Prestidigitation: Performs minor tricks.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Sobriety: Eliminates the effects of alcohol.
Virtue: Subject gains 1 temporary hp.
1st-Level Mystery Man/Woman Spells

Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Charm Person: Makes one person your friend.
Command: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all spoken and written languages.
Crafter’s Blessing: +10 to Build/Repair checks for 1 week.
Crafter’s Curse: -10 to Build/Repair checks for 1 week.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Disguise Self: Changes your appearance.
Doom: One subject takes -2 on attack rolls, saves, and checks.
Endure Elements: Exist comfortably in hot or cold environments.
Hypnotism: Fascinates 2d4 HD of creatures.
Identify (M): Determines properties of magic item.
Quicken Healing: Doubles subject’s normal healing rate for 1 day/level.
Silent Image: Creates minor illusion of your design.
Sleep: Puts 4 HD of creatures into magical slumber.
Ventriloquism: Throws voice for 1 min./level.
2nd-Level Mystery Man/Woman Spells

Alter Self: Assume form of a similar creature.
Agony: Creatures suffers blinding pain for 1 round/level.
Blindness/Deafness: Makes subject blinded or deafened.
Calm Emotions: Calms creatures, negating emotion effects.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Delay Poison: Stops poison from harming subject for 1 hour/level.
Detect Thoughts: Allows “listening” to surface thoughts.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Locate Object: Senses direction toward object (specific or type).
Minor Image: As silent image, plus some sound.
Scare: Panics creatures of less than 6 HD.
Speak with Animals: You can communicate with animals.
Spell Missile: Imbue a missile weapon with a particular spell.
Whispering Wind: Sends a short message 1 mile/level
3rd-Level Mystery Man/Woman Spells

Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Contagion: Infects subject with chosen disease.
Create Food and Water: Feeds three humans (or one horse)/level.
Dispel Magic: Cancels magical spells and effects.
Geas, Lesser: Commands subject of 7 HD or less.
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Major Image: As silent image, plus sound, smell and thermal effects.
Phantom Guardians: Create illusion of group of guards.
Remove Blindness/Deafness: Cures normal or magical conditions.
Speak with Plants: You can talk to normal plants and plant creatures.
Suggestion: Compels subject to follow stated course of action.
Tongues: Speak any language.
Water Breathing: Subjects can breathe underwater.

nick_crenshaw
2015-12-08, 01:20 AM
-Bump up.-

nick_crenshaw
2015-12-11, 11:27 PM
http://orig10.deviantart.net/27b5/f/2009/170/8/c/penwood__pfeifer_zeliska__600_by_sucker1999.jpg

Weight: 6.001 kilograms (13.230 Ibs.)

Length: 55 centimeters (22 inches)

Round: 15.7x76mmR